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

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

A Necromancer's Grimoire: Masters of the Gun (PFRPG) PDF
*( )( )( )( ) by Endzeitgeist

GameMastery Flip-Mat: Dragon's Lair
***** by danmasucci

GameMastery Flip-Mat: Haunted Dungeon
***** by danmasucci

   RSS Posts    RSS Reviews    RSS Wishlists
Berwim

Fraust's page

Pathfinder Roleplaying Game, Adventure Path Subscriber. Pathfinder Society Member. 1,116 posts (1,497 including aliases). No reviews. No lists. No wishlists. 11 aliases.

Posts

Search Posts
Search Fraust's posts:
RSS Recent Posts
451 to 500 of 1,116 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Dumb question...but is there any theme? Obviously (at least I think so...) the story needs to take place in Golarion...but is there anything else?


I think Grog is going to have to get lost in the crowd. With school and a baby I'm just not finding enough time to keep up with online gaming. Sorry guys, it's been a lot of fun.


Thod...I should have got that. I seem to be being overly dense the last few days...Gonna blame lack of coffee and an abundance of fumes (been attending a metal casting workshop, so I've been high out of my mind the last few days on molten aluminum fumes)


Thod wrote:

All

I have generated a picasa Album . It should be public available.
The link above (Perception 15+ as by using ooc the link gets a +10 in stealth) works fine for me. Please let me know if you have problems.

I have no idea what this meens. I went to the link and saw the pics, but I don't understand the reference to stealth and perception.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Going to stear clear of permenent undead...though a spell to make him so bears thinking about...

I didn't post up his skills, but yeah...he's pretty good in that department.

Maybe I'm looking in the wrong spot for NPC gold. What I have him at is 9 HD, which according to the chart is 7,800. This sound right? His headband is over half of that...

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Alright, wasn't as naughty as I thought it was...but going back over it was good. Reminded me that I wrote it before I got my copy of the Darkmoon Guide...so, this may be revised at some point in the next month or so...

Where You Find Yourself

introduction to the setting:

A rough community wholly owned by the local Lumber Consortium, Falcon’s Hollow rests just off the southern edge of Darkmoon Vale. It is a blunt sawdust-choked stop on a winding trade route to Ptolus, city of adventurers. Home to fewer than 1,500 humans and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking labor, and what debase comforts they can spend them on. A few however, understand that what’s bad for one is bad for all, and so the community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance.

Falcon’s Hollow is, to put it bluntly but honestly, one of the worst **** hole towns you are ever likely to find yourselves in. Only the foolish, desperate, or utterly mad willingly call this den of sin and suffering home, and once here all but the most hopeless do everything in their power to get out. Unfortunately for many of them, the Hollow has it’s ways of keeping you in.

The largest work force in Falcon’s Hollow is logging, though copper mines have been active in the area longer than the Hollow has been here, and some of it‘s richest inhabitants are the mine managers. Several ancient cairns dot the hills north of Darkmoon Vale. Ancient burial mounds from a civilization lost to the ages. These were once full of coins, jewels, and strange artifacts, some believe predate even Thasilon, and attracted hordes of adventurers to the area. Years ago these cairns were plumbed of their last goods, and though the occasional down on their luck adventurer passes into Falcon’s Hollow, with a tattered map, making wild claims of one last unlooted cairn. Few find anything of value, and most end up trapped in the Hollows, quickly joining ranks with the rest of the broken down addicts.

One of the most popular dens of indulgence is an establishment known to the locals merely as the Emporium. A veritable smorgasbord of vice is available here, from the hazy opium den and smoke filled gambling parlor upstairs, catering to the Hollow’s high class, to the cheap and graphic thrills of freak’s ally, where for a few copper you can see all manner of oddities of nature, and for a much higher price you can become as intimate as you like with them.

The every-day residents of the Hollow are a sturdy breed of people. Frontier living, along with little to look forward to beyond the escape offered by cheap whiskey and cheaper companionship, gives people a dark outlook on life. Though not everyone is so thoroughly in the ruts, even those with something to look forward to beside blacklung and gambling debts have adopted something of a gallows sense of humor.

No one religion holds sway over the bedraggled masses here, though several cults, sects, and mad prophets have found a haven from persecution in the frontier community. The graveyard of Falcon’s Hollow is tended by a small sisterhood of Pharasmites, protecting the resting places of the dead from desecration by the living. A cult of fanatical flagellants claim to worship Milani in the poorest neighborhood, offering a twisted sense of hope to those desperate enough to seek them out. Iomedae is the patron deity of the near-by garrison, home to the soldiers who have sworn to protect this area of the realm, though most folk in the Hollow would rather they stick to business else where. A mysterious group, known as the bronze-wood lodge exists to protect Darkmoon Vale from the predations of the Lumber consortium and Falcon’s Hollow’s mine managers. Not far to the south is a monastery dedicated to physical perfection, controlled by a collection of Irori worshipers.

What You Are Involved In

introduction to the campaign:

You and several other desperate souls have decided to take a gamble on getting out of Falcon’s Hollow. A local trouble maker, Blixt Venker, claims to be in possession of a map to the “Whispering Cairn”, one of the burial cairns to the north that was supposedly missed by looters during the town’s boom. You don’t know that you entirely believe in the map’s authenticity, but you’ve heard rumors from time to time about a lost cairn some of the town’s older generation used to explore when they were young. There was something about a disappearance, which may explain why they stopped talking about it. Either way, Blixt’s offer is at least a chance at getting some capital together, which is more than any other propositions that have come your way lately could claim.
The plan was for you to bring what equipment you could scrounge together that might be useful in looting a long lost burial cairn, and meet up with Blixt and several other locals at an abandoned mine office in the foothills on the eastern edge of Darkmoon Vale. Unfortunately Blixt hasn’t shown, so now you and several other ne’er-do-wells are pointlessly staring at each other. What’s more, the mine office may not be quite as abandoned as Blixt let on.

What You Should Consider

table rules:

Cell phones - No texting or phone calls at the table. If you need to use your phone, please get up and leave the table. Yes, I want you to get up and leave for texts too. The game will not be held while you’re up, so I would suggest you only use your phone for important calls if you don’t want to miss anything.
Die Rolling - All rolls will be done in front of the DM, on the table, where I can see it. There will be no rolling the dice and quickly picking it up to look. If you can’t read your own dice get new ones, if you can’t read any dice, get glasses.
Hit Dice - Each time you level you’ll roll your hit points in front of me, once and only once. Cohorts, pets, eidolons, animal companions, and anything else similar will use averages for their hit points. Eg. If they have a d8 hit dice, they receive 4.5 hit points per hit dice (rounding that total up, as in if they have 3d8 hit points, their total is 14 before con mods).
Character Death - In my campaigns death means quite a bit more than a few thousand gold worth of diamonds, or dragging a body to the nearest friendly church. There are always consequences to your actions, and death should (and in this case, does) hold some of the most sever. You don’t get to know the game mechanics behind this, but you do know that when a person’s soul is brought back to their body, it doesn’t always arrive alone, nor does it always arrive in the condition expected. Everyone in Golarion has heard rumors and stories of people who came back changed, darker, alien, and though there are as many explanations as there are cases, no one knows for sure just what causes the change.

Game Mechanics

Character Creation:

You have twenty points to buy your character’s attributes, as per the Pathfinder RPG Core Rule Book. You may choose any class and race combination from either the Core Rule Book or the Advanced Player’s Guide (Pathfinder Companions are open too). No other material will be used for character creation, though if you would like to hear me say no in person, by all means, feel free to bring the material, I’ll look it over, and tell you no. Bellow is a break down of races and their common roll in Falcon’s Hollow:
Dwarf - Nearly all dwarves who reside in the area are affiliated with the Dourstone Min, most being simple minors. There are a small handful who prefer to live above ground, and make their living as loggers, working in teams that run gruelingly long shifts in the deep woods and Darkmoon. In the mountains north of Falcon’s Hollow, there is rumored to be an abandoned dwarven monastery, which attracts a number of explorers, dwarven as well as other. Few return from their trips to the monastery, and those that do speak of horribly vicious wolves, and terribly cunning lizard-like creatures.
Elf -
Gnome -
Halfling -
Half Elf -
Half Orc -
Human -

Starting equipment will be purchased from a budget of one hundred and fifty gold per character. You may purchase anything in ether of the above books that you can afford with your starting gold. Each character begins with one outfit, a back pack, a water skin, and either a small home, or two months worth of a common quality inn room (or one month of a high quality inn room). Each class also begins with a single piece of equipment deemed required. Below is a short description of why any particular class would be in Falcon’s Hollow, along with the extra equipment.
Alchemist - One free portable alchemist kit. Frontier towns such as Falcon’s Hollow can be the perfect place to conduct the unstable research and dangerous field work required of professional alchemists. Darkmoon Vale, being a fey haunted wood, is home to a number of rare ingredients for those brave enough to forage.
Barbarian - One free martial weapon. The Bronzewood Lodge is home to a number of less civilized folk, and would be the perfect reason for a PC barbarian to be in the area. Falcon’s Hollow is an exceptionally dangerous place, and a profitable place for dangerous individuals.
Bard - One free masterwork musical instrument. Entertainment is at a premium in the Hollow, though it has to be of the right sort. The Dancing Giant offers the perfect venue for a more traditional performer, where the Emporium is home to a number of exotic artists.
Cavalier - One free martial weapon. The near by garrison is the most likely home for a PC cavalier, who would either have responsibilities as a member of the cavalry or scout. One other reason for a PC cavalier could be a mail dispatch or currier from Ptolus.
Cleric - One free holy symbol. There are a number of religious organizations operating both openly and in subtlety in the Hollow. A worshiper of any god listed previously would work perfectly, and a newly arrived missionary of any other god would fit in as well.
Druid - One free druid weapon. The Bronzewood Lodge is controlled by a council of druids, making it the perfect place for a PC druid to be from. Newly arrived druids could easily be from the marshes to the south, in the area to conduct business with the Bronzewood Lodge, possibly asking for assistance with the increasing lizard folk threat.
Fighter - One free suit of armor, up to a suit of chain mail. Swords for hire are a common enough site in the frontier, often earning their coin guarding merchants on their way to Ptolus. Banditry is just as easy a reason to be in the area, as someone needs to make those guards earn their keep.
Inquisitor - One free weapon for which the character is proficient. There are many dangerous beasts in Darkmoon Vale, as well as insidious cults in Falcon’s Hollow that would attract the attention of an Inquisitor. The garrison is the most likely residence for a local inquisitor.
Monk - One free monk weapon, or masterwork simple weapon on the monk list. A member of the monastery of Irori is the most likely case for a PC monk, though the Bronzewood Lodge would also house a traveling mystic warrior.
Oracle - Oracles of any mystery have strong reason to be in the Hollow, with the multitude of cults and sects to interact with, though those of the Bones, Lore, Nature, and Stone may find the easiest time relating to the campaign.
Paladin - One free masterwork martial weapon. Beyond the garrison and the monastery of Irori there are few organizations in Falcon’s Hollow that would agreeably deal with a paladin, though there is plenty of need for a newly arrived holy warrior looking to do some good. Things will be very difficult for such a PC either way, though the rewards and RP opportunities will be equally grand.
Ranger - One free martial weapon. Both the Lumber Consortium and the Bronzewood Lodge are obvious organizations for traditional rangers to involve themselves with. Beyond this a ranger familiar with the underground could easily find work with any of the area’s mines.
Rogue - One free set of thieves picks. Falcon’s Hollow is a superb location for laying low while the heat is on in one of the larger cities, such as Ptolus. There is also ample reason for a larcenous minded PC to be from the area as well.
Sorcerer - One free simple weapon. Being so close to the fey infested Darkmoon Vale, Falcon’s Hollow could easily be the home to a fey bloodlined sorcerer. Other good bloodlines include Celestial, Deep Earth, Destined, Elemental (air), Shadow, Undead, Verdant.
Summoner - One free spell component pouch. Though the common folk of Falcon’s Hollow are still simple people, being on the edge of civilization and so close to a truly enchanted forest, they are often more open minded when it comes to something as exotic as an eidolon than other towns and cities of Golarion. As long as they mind their manners, a summoner and eidolon could easily find a niche for themselves amongst the practical folk of this area.
Witch - One free spell component pouch. Darkmoon Vale is an ancient, unruly forest, that while not large, is fierce in its resistance of outsiders. Beyond the Bronzewood lodge, a PC witch could be the apprentice to Falcon’s Hollow’s very own apothecary and con-woman.
Wizard - One free spell component pouch and spell book. Though frontier living is often harsh, many wizards look for locals such as Falcon’s Hollow to conduct research and experiments often frowned on in more civilized areas.

We will be using the Hero Points optional rule from the Advanced Player’s Guide. For the most part I haven’t modified the actual rules of this mechanic, though reading through the section in the APG you might notice some of the sentences are a little vague. Here is some clarification:
Under Awarding Hero Points there is the heading Character Story. I will give out one Hero Point for a character background given to me by our October session. Earlier would be better though, as I need time to weave your individual character plots into the story. I will also award another Hero Point for anyone who brings a painted miniature for their character.
You will also receive Hero Points for completing both campaign driven plot arcs, as well as character driven plot arcs. Campaign plot arcs are fairly self explanatory; being various plot lines made up of related adventures, as you become involved in them I will let you know. Character driven plot arcs are a little more fluid, and will come from both your character’s background, as well as goals you decide on during the campaign. This will require some communication back and forth between yourself and I in between sessions.
It is possible to receive Faith based Hero Points, though it will neither be easy, nor consistent. Faith based Hero Points will be temporary, normally lasting only an encounter, or possibly a session. Obviously your character needs to be religious to earn these points, and they will only be earned for actions that truly warrant a deity’s attention.
I’m not awarding in game resourced for out of game actions. If someone wants to buy pizza for the group, you have my gratitude, but you’re not getting Hero Points, or Experience Points, or anything else in game.
Hero Points will be award for heroic acts, but my definition is going to a little different than what the book might imply. To me, a heroic act is something that sets you, head and shoulders, above your average mercenary minded adventurer. I could go on for hours ranting on the differences between a hero and a martyr, but I wont. Just play like you’re ultimately the good guys (even someone with an evil alignment can be a good guy) and play like you’ve got a pair, and chances are you’ll get an occasional Hero Point for your effort.
As you may realize, from reading earlier in this document, I don’t have a lot of sympathy for dead characters, nor do I like the video game mentality of death being a very slight inconvenience. If you die, you loose all of your hero points.
Under Using Hero Points, there is the subheading Acting Out of Turn. If you chose to use a Hero Point to act out of turn, be VERY clear about what you are doing. Raise a hand, say HERO POINT and make sure you have my attention. Also, this isn’t Prince of Persia, so if I’m giving you a description of an event in time, don’t try to rewind events with this. If this needs to be explained better I’ll explain it in person.
Also under Using Hero Points there is a subheading Special. I’m not normally fond of things quite this abstract. I’m going to leave it in, but state that this is only for dramatically appropriate events/encounters. Also, I’m more likely to allow something to work if the description is suitably (do realize suitably does not automatically translate to long winded) epic. Lastly, I would prefer less game mechanic input here, and more imagery (don’t tell me you want to ignore the demon’s damage reduction, tell me you want to whisper a prayer that your strike will be guided through it’s unholy armor by your conviction).
Under Hero Points for DMs, you shouldn’t bank on this. It will be very few and far between, but there will be named NPCs in this campaign that have a Hero Point pool. I’ll even be so kind as to declare when an NPC uses a Hero Point, so you’ll know you’re dealing with someone important.
Lastly, if you read the side bar on Antiheros, know that you can chose this option, though I need to know before we start playing if you’re doing so. Once made, this decision is final, so make sure that you don‘t want Hero Points, as there is no going back. My default assumption is that you will have access to Hero Points, so if for some reason you choose the Antihero bit, make sure I know before we begin play.
We will also be using the Traits system, found in the APG. If you don’t have access to the book, read below and make as much sense as you can, and we’ll go over it on the first game day.

Campaign Traits
Black Sheep
You were born and raised in Falcon’s Hollow. You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but you have developed a reputation for making trouble. Some of the towns folk respect you for not taking part in Hollow’s politics, even if that’s the only thing they respect you for, but those who rule have their eye on you. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen of Falcon’s Hollow from below as an ally; depending on the person you pick, you’ll get different benefits and hindrances.

The Lord Martyr: You have somehow become close with one of the priests of Milani, either by faithfully attending the bloody sermons, or defending the priest during a confrontation in town. Either way, there is something resembling a friendship between the two of you, gaining you four cure light wounds potions to add to your starting equipment. You also receive a ten percent discount on divine spell casting purchases made from the cult of Milani. Because of your affiliations with such an extremist religion, anyone affiliated with the Lumber Consortium, any of the mine managers, the Hollow’s law, and all members of other local religions is considered one step closer to hostile upon initially meeting you.

Able Bilks: Having a close friend of the family be a lieutenant in the garrison has quite a few advantages. Baring arrest for any serious violent crimes, Able can take care of one legal issues , per game session, you might end up in, even in Falcon’s Hollow. He can send a low ranking soldier to fight along side you, also once per session. Also, by presuming a tiny bit of his authority, you can gain a +5 bonus to one Diplomacy or Intimidate check per game session. Being under the wing of a garrison lieutenant practically guarantees no one involved in nefarious dealings will have any dealings with you. You suffer a -4 trait penalty to Diplomacy checks involving anyone regularly associated with criminal activity in Falcon’s Hollow.

Good Ol’ Boy/Girl
You were born and raised in Falcon’s Hollow. You know many of the region’s secrets and the locals already know who you are. You are well liked by those with an interest in keeping the status quo, as you are known to keep your mouth shut, and to not rock the boat. You gain a +1 trait bonus to Knowledge (local) checks, and Knowledge (local) is a class skill for you. Also, you may choose one of the following powers-that-be in Falcon’s Hollow to have as an ally, which grants you special abilities and drawbacks depending on the personage.

Allustan: The supposed “smartest man in Falcon’s Hollow” has taken a special interest in you. Perhaps you show sign of possessing some eldritch abilities, or maybe one of your parents impressed him before you were even born. Either way, your time spent amongst his many magical treasures gains you a +1 trait bonus to Use Magic Device, and you treat it as a class skill. You may also remember some off hand fact or piece of history from a discussion with the elderly mage, granting you a +10 trait bonus on one Knowledge skill check, or one bardic knowledge check per game session. Unfortunately, most of the Hollow’s common man types view you as little more than Allustan’s pet snob, gaining you a -4 trait penalty to all Diplomacy checks involving commoners in Falcon’s Hollow.

Balabar Smenk: It’s been made very clear to you that no one is actually friends with Mr. Smenk, though a fair number of people in the Hollow seem to think they are. Luckily you understand your position a little better, which in turn insures your relationship with the infamous mine manager runs a lot smoother. In return for the occasional odd job, done discreetly, you receive a small stipend. The odder the job, the higher the stipend, and lately some of Smenks requests have becoming fairly odd.

Unscrupulous Bastard/B@%#*
Falcon’s Hollow is well known as a cesspit of vice, misery, and corruption; which makes it the perfect home for you. You are one of the many black souled villains who make the Hollow what it is, though your callousness comes with a price.

Card Shark: Quick of wit and nimble of fingers, you spend much of your time at the gambling parlor in the Emporium. Unfortunately the games there are rarely straight, and you have found yourself in a bit of a hole. You gain a +1 trait bonus to Bluff, Profession (gambling) and Sleight of hand checks, but owe the Emporium fifteen hundred gold.

Dark Archivist: It has long been known, by those who concern themselves with such things, that Darkmoon Vale is home to many strange cults and religious offshoots. The study of which is your hidden obsession. Years seeking out the queer and morbid has given you a strong foundation in both arcane and divine lore, though it has kept you from more spiritually healthy pursuits. You gain a +1 trait bonus to Knowledge (arcana), Knowledge (religion), and Spellcraft checks, but suffer a -2 trait penalty to Will Saves versus Taint effects and spells with the Evil descriptor.

Tomb Raider: You originally came to town with thoughts of long buried cairn loot dancing through your larcenous dreams. By the time the reality was made clear to you, whores and stiff whiskey had deteriorated what little coin you’d arrived with. Still, opportunities are best found by those who create them. You’ve recently made arrangements with one of the Hollow’s many cults, bodies for coin, though the more dealings you have with your new partners, the stranger things get. Your experience skulking about and previous research gives you a +1 trait bonus to Appraise, Disable Device, and Knowledge (history). The hindrance for this trait is unusual in that it comes into play during the campaign.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

GodsDMit...not fond of the round two gunlsinger?
Yeah, I had a lot of issues with Ironbriar as he was presented. Thought there was a lot of potential for more, so I basically changed everything and went all out with him...

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I might just have to do that (make him younger than I wanted). Problem with that though is then all of his mental attributes drop. What I'll probably do is just go through and give him the stats I want, the description I want, and give up trying to make it work by the rules.

I'm thinking of having a number of lower ranking cultists in the room with him to play interfearance for a round or two to let him buff up (beyond what buffs he has cast on him daily).

I'll throw his revised stats up at some point tonight, with some notes on tactics and what not...

Next up will either be a gunslinger or antipaladin.

Burnt Offerings/Skinsaw Murders spoilers:
gunslinger is Mr. Foxglove, and the antipaladin is Nualia.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Spent some time converting over RotRl to Pathfinder. One thing to keep in mind (that I did not the first time I ran it). A D&D CR is one higher than it should be in Pathfinder...so either add class levels to everyone, or lower their CR and adjust to that however you like...

As far as conversions I have so far...here is a list of NPCs and what I made them...most of them arn't finished, but the basics are done (little to no gear and maybe missing skills), if your interested in anyone let me know and I'll post up their stats.

list:

Tsuto = monk2/ninja2
Erylium = summoner 3
Ripnuget = cavalier (dragon) 5
Nualia = antipaladin 4
Alderan = gunslinger 5
Ironbriar = magus8/rogue1

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I would run it by your DM before reading any of it really. Might be little easter eggs in different sections he plans on using that aren't originally part of the module.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

He's preocupied by eating babies?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

There's the Darkmoon Vale Guide...

Also, if your familiar with Age of Worms it fits nicely in the area. I got Sandpoint and Diamond lake really drunk, but on some R&B, and threw them in a small room with a jar of vasseline for a few hours...the stains are never coming out of the carpet, but the results are worth it.

I'll post the primer I wrote up for my campaign here if you'd like (need to edit all the swearing out first...might take a while).

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Being that I don't get much of a chance to play these days, and will soon be moving to a larger campus where I will (strangly enough) have more money and possibly more time, I like to spend a few minutes here and there converting up older APs/adventures to PathfinderRPG, and generally changing things around and making them my own, in the hopes that I might...at some point...maybe...get to run a complete AP...

I'll put the campaign specific stuff in spoilers, just in case, but there shouldn't need to be much of that. Where I need the most help is finding holes in my NPCs that I over looked, and some advice on how to handle those holes (not always fill them in, just...handle them).

What I'm working on right now is an NPC from the Skinsaw Murders, the second installment of Rise of the Runelord...but don't worry, mechanically my guy is very different than the one presented in the book, so if you're playing in that campaign, don't look at the spoiler, and just comment on the build.

RotRl spoilers:

This is Justice Ironbriar. The concept of the character is the same. He is still a monster wearing the mask of a civilized being...and he is still under the sway of Xanesha. He is however quite a bit more powerful, and will be given a different area to be encountered in. His office will be a foreshadowing exercise rather than a fight. The party finds his collection of faces, and some notes to implicate some people and give back story...but they wont encounter Ironbriar himself until they go to his home.

So, the basis of the character is a murderer and cultist, who has wormed his way into an influencial position in society. The exact position isn't as important as the fact that no matter what changes are mmade to him, he needs to be "socialy presentable."

what I like so far:

One of the things I like about this character is his age. Elves are normally a race seen as eternally youthful, and beautiful. With this guy I want to make an almost obscene gesture with him being a twisted and ugly old man. Think Emperor Palpatine...durring the day he's an aged but dignified, upstanding member of society...but when the sun goes down the black robes come on and he looks like someone who's more than willing to cut throats and do naughty-naughty things with small children.

I also like the fact that what age has taken away, class abilities and feats have not only replaced, but made more powerful. His physical stats are abismal...but with his Magus Arcana he can (for a limited time) still act as a melee terror. This coupled with the fact that he's very much in the genius level intelligence department (translating to he does not fight on anything less than his terms) is going to (hopefully) make for a nightmare encounter for the party

Now that I've bragged a bit, and talked him up...here are his game stats...

BBEG:

elf magus8/rogue1
Atributes
Str 5
Dex 14
Con 5
Int 22(24)
Wis 14
Cha 14
Defense
HP 21
AC 12
touch 12, flat-footed 10
Fort +1, Ref +6, Will +8
Feats
Combat Expertise, Dervish Dance (this is usable with any finessable weapon), Piranha Strike, Skill Focus (use magic device), Weapon Finesse
Gear
headband of vast intellect +2,
Spells
0th Acid Splash, Detect Magic, Ghost Sound, Prestidigitation, Spark; 1st Expeditious Retreat, Grease, Magic Missile, Obscuring Mist, Shield, shocking grasp; 2nd Blur, Cat’s Grace, Mirror Image, Pyrotechnics, Scorching Ray, Web; 3rd Cloak of Winds, Displacement, Fly, Vampiric Touch;

What I don't like about him are his saves. I need a way to make this guy not fold like a cheap suit to spell casting. Not looking to make him invincible, just to make him a little less of a glass cannon. There are two feats and three thousand eight hundred gold (I believe) left to spend. The only other piece of gear I know I'll get for him is a warrazor, as it fits with the concept, and with our houserules works with all his exsisting feats.


Grog yanks his axe free from the earth with a grunt. "Slippery little weasles...Good shooting!" He hollars to Harsk, then begins looking for opportunities to bloody his blade with something a little more...bloody, and a little less, soily...

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I'm happy it works for you. Personally, I wouldn't complain if I came in to a game using such a houserule, but it's not something I would ever do as a DM.

Voiding a number of feats/traits is one reason. Mostly though I don't see the need. The order everyone goes in has never seemed to cause a bog down in games I've been involved in, or at least not to the point that I've ever felt something needed to be done about it. In my games everyone rolls, adds up their numbers, and we write it down on a dry erase board with enough room that when people delay or refocus (not sure if that still exsists, but it does in my game) and one of the player's keeps a good eye on the order and tries to keep me honest. It's people not looking up what a spell/feat/manuver does until it's their turn that slows things down for us...but that's a seperate issue.

Also, the way you do things further weakens the rogue a little. Or rather, further weakens sneak attack. Having a high initiative and catching people off guard before their initiative count comes up on the first round of combat is how sneak attack gets used most often in the games I've played in.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

As far as mechanics...there doesn't need to be that much more. Your stats change because of the mutagen affecting you. Also, you seem to be forgetting the forced change damage to you can cause (at least I remember there being something about this in the PrC).

I think part of the problem is your expectation. This class isn't there to let you play two seperate characters, with different stats/skills/feats/abilities. It's there to give you a Jeckel and Hyde type character, which it does rather well. What your saying is something along the lines of "I want to play a woodsy hunter type guy who casts spells like magic missle and fireball, but when I make a ranger it doesn't work."

If you REALLY have to have one physical character with two completely different stat arays...get with your DM and come up with something. I would suggest playing a summoner, but I think what you want is "one body, two characters". It's a cool idea, and something I've tried to play in the past (in second edition, not longer after reading the Tribe of One Darksun series).

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

What are you using to play online? Might want to look at d20pro. It costs money (30 for you and two other people to play, ten a head after that), and it's not ready to run out of the box so to speak...but I imagine it's about as work intesive as writing macros for everyone.


Grog finishes up his drink in one last gulp and leans up against the nearest tree...eyelids beginning to flutter at the thought of another speach.

"Wake me when someone wishes to dance..." He mutters to no one in particular.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I don't think it's ment to be the chance to play two different people...I think it's you playing the same character seen through a tinted lense. The Jeckle and Hyde story, as far as I'm familiar with it, isn't that Hyde is some complete other entite, but Jeckle without the filter that polite society encourages us to have. Where Jeckle see's a pretty woman and tips his hat to her, maybe admiring her physical features so subtlely as to almost be subconciously...Hyde sees that same girl and goes right in and rapes her. They both find the same girl attractive for the same qualities, but choose to act on these feelings in far different ways.

Age of Worms spoilers:
In the AoW notes I've been working on, The Faceless One is an alchimest/master chymest...in his normal mind set, he revears Norgerber as a god of secrets, and works toward the same goals as the rest of the cult...though he has a sneaking suspecian things aren't on the up and up. In his mutagenic mind set he revears Norgerber as a god of death and doesn't care one bit about the cult's activities, thinking the idea of mixing his god with two others is ludicrous...but he's more than willing to use cult resources to kill people in the name of his deity.

It's like being presented with a situation when you're in a good mood and everything's fine...and later being presented with the exact same situation in a completely different mindset (like right after getting into a bad fight with your wife, or when your really drunk). It's still you making the decisions, but the results are very very different.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Find a way to prove that this particular criminal is a threat to the wealthy...baring that, find a way to plant evidence proving this particular criminal is a threat to the wealthy...

Develope the prestigue/wealth/influence to get the watch to do what you want them to...

A murderer/kidnapper you say? Watch the Dark Knight...as the premise of that movie is pretty much the exact dilema your having...


Yep, I'm dumb. Forgot magi don't have prof with any shields. So if it's cool I'll strike the buckler and replace it with a sented handkerchif (so Nym can be a total snob). And yeah, chain shirt is what I meant.

Was I over or under on the silver?


Thod wrote:

Nym

I started to add your character. Could you please sort out the overspent. I haven't added items yet but it is well over 150 (not including the 82 gold left)

Missing:
Alignment and Deity
Heirloom weapon - as mentioned earlier - for which weapon does this apply - see also my spoiler
Starting Languages

Spell assignment:
How are spells added at first level to the magus? Similar as to a wizard?

Abilities, Skills, class, race are fine.

Thod

Yeah, "on the payroll"...figured as a noble poser I would need the extra cash.

Sorry I didn't make it clearer, but the heirloom weapon is the rapier. I refered to it as a dueling sword in the background because that's how the character would view it. It's not a new weapon out of any strange source...though I would have prefered to use a cane sword out of the APG for theme (their stats are unimpressive though).

forgotten stuff:
alignment =LN deity=Nethys (though not terribly religious)
Starting languages...well crap. Do you know where it talks about what countries speak what languages? I'll go through the players guide again and see if I can find anything after I post this.
Also, I'm not seeing a spoiler addressed to me

magus:

As for build...I'm a little weaker than I could be starting off (compared to other magi builds), but probably not as bad as you might think. At second I'll be able to chanel spells (such as chill touch) through the rapier when I attack, so the -1 damage will be overshadowed. Through first level, I'll mostly be a flanking budy using my high AC and fighting defensively to keep from getting dead while helping somene who can hit do their job.

For spells...they have a spell book with all 0th level magus spells, and 3+int mod spells, and gain two every magus level afterward. Pretty sure they can copy from scrolls and other spell books like a wizard.

Any other questions I'd be glad to answer. This is my first time playing a magus, but I've been going through other APs converting over NPCs to the new classes from the APG and the playtest document...so I've made three or four magi now and looked through a lot of the message board posts on the subject.


Prodigal Harsk wrote:
What can you tell us of the Festival? Anything you'd recommend?"

The half orc grins as he speaks, "Finding a comfortable tree to lean against while she sherif speaks. Good man but not much of a crowd pleaser."

He turns to the wizard, offering a thickly calloused hand, "You can call me Grog. Good to meet you Ezren. I'm a bit of a people watcher myself, so I can point out some of the more interesting folk our little town has to offer. First of all, there's one more half orc in town, though he's a bit of a surly pri..." Grog continues talking as he joins the group, slowly making their way to the festival propper. Before leaving he snatches up his pack and tosses a few coins onto the bar.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Creating the dialogue can be one of the hardest parts of playing these games...and to help you out, I'm going to need some more info from you. Are you new to RPing? Or are you asking because the horror genre is new to you? Basically, where are you coming from with the question.

Introducing people and events...are we talking the PCs? NPCs? For one, read through the adventure completely first...I know it's really tempting to scan through quickly, and then want to start working on how to start it...but you really need to understand the whole book before you think much about starting it. That...and it'll give me time to finish it before I give any specific advice...


Posting as a reserve...changed things up a little, and I'm aware of the stigma an elf would suffer.

Nym Vallidorn:

elf magus 1
Atributes
Str 8
Dex 18
Con 8
Int 18
Wis 10
Cha 12

Defense
HP 8
AC 18
touch 14, flat-footed 14
Fort +1, Ref +4, Will +2

Offense
rapier +6 melee 1d6-1 18 x2
dagger +4 melee 1d4-1 19 x2
-thrown +4 ranged 1d4-1 19 x2

Skills
Diplomacy +2
Intimidate +5
Know arcana +8
Know dungeoneering +8
Know planes +8
Spellcraft +8

Feats
Weapon Finesse

Traits
heirloom weapon, on the payroll

Gear
rapier (20), 4 daggers (8), chain mail armor (100), buckler (15), backpack (2), 10 candles (.1), 2 viles of ink (16), ink pen (.1), small mirror (10), signet ring (5), 2 lb soap (1), 10 torches (.1), spell component pouch (5), spell book (15), 10 sunrods (20), 82 gold, 8 silver
Spells
0th; Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Light, Mage Hand*, Open/Close, Prestidigitation*, Ray of Frost, Read Magic, Spark*; 1st: Chill Touch*, Color Spray, Magic Missile, Mount*, Shield, Silent Image, Unseen Servant

Background:

Intrigued by the haunted landscape of Ustalav and its arcane history, Nym has spent the last few decades in Caliphas studying fencing as well as wizardry. He first came to the attention of professor Lorrimor years ago while an aristocratic student was arguing with the professor on the subject of fencing. Nym came into the conversation, supporting Lorrimor’s position. The discussion was settled with Nym and the aristocrat dueling to first blood. The duel was a close fight, but Nym won out in the end, scoring a slash on the back of the aristocrat’s hand.

The professor came to Nym on several occasions afterward, hiring him as a liaison when dealing with rougher elements on campus. Durring their dealings the pair would often bounce back and forth between matters martial and planar, often speaking late into the night over drinks.

Upon graduation, Lorrimor gave him a finely crafted fencing sword before they parted ways.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Would like to get in on this if you'll have me.

Quick post to work as a place marker, so not a lot of detail on the character...but, basically I would like to play a human magus. Very aristocratic and snobby (not going to be a complete arse here).

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Very half formed thought here...but the idea of non-ghost style haunts came into my mind while reading through this. Sorta a forced dream used to unload a large ammount of information to a single person in a short ammount of time...which, being alien information, would likely cause all sorts of mental damage to PCs who triggered said haunts.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

What are you doing so far? How do you track initiative? How experienced are the players? How quickly do spell casters take their actions?

Regarding initiative...one thing that helps is index cards. It takes a little bit of prep work though, but writing down stats on index cards, and then putting their initiative total on the top can make combat go pretty quick. Also, having a player stay attentive on initiative order helps out a lot to, as the GM has a lot of other things to keep track of. Do undead minions/druid pet roll seperate or just go when the controlling PC goes? It may feel a little forced, but grouping things up quickens things up.

Regarding experience. It sounds like people are familiar with the combat rules, so there isn't much flipping through books durring game? If people still need to look up specifics on combat manuvers or what a feat does, again, index cards with just the very basics can help out a ton. Everyone having their own rulebook and the foresight to look up stuff while others are going helps out a lot as well.

Regarding spellcasters. One to two players running spell casters and having to stop and look up the specifics of a spell every other round can slow things down to a painful crawl. Suggest to people that they study up on spell stats on their own time, and write up spell cards with the basics of commonly cast spells.

Are people playing distractedly? Watching TV/playing with phones durring the game? Remove any distractions you can, and try to cut down on off topic discussion as much as possible. Obviously you don't want to end up comming accross as some tyranical prick...but all those montey python jokes and "this one time, my character in bob's campaign, stuck a flute..." quickly eat away the time you have to game.


Sorry I dissapeared for a while. Thought I would have wifi at the campus I was touring...but noooo, why on earth would there be wifi access on a college campus?

Anyways, if it's still cool for me to play, I would like to. Looks like we might be down a fighter type. I'd be up for making a melee oriented ranger.

Grogthamus:

Grog grew up in and around Sandpoint, not quite fitting it, but never a full-fledged outcast either. He first showed up three years ago, the very illegitamite child of an adventurer who left him in the town and quietly walked away.
Male half orc ranger 1
align NG Init + speed 30 ft.

Atributes (did 15 point buy, as I thought that was OKed earlier)
Str 14
Dex 14
Con 16
Int 08
Wis 12
Cha 10

Defense
HP 13
AC 16
touch 12, flat-footed 14
Fort +, Ref +, Will +

Offense
Melee battle axe +3 (1d8+2)
Melee hand axe +3 (1d6+2)
Ranged throwing axe +3 (1d6+2)

Skills
Handle Animal +4
Know (dungeoneering) +3
Know (nature) +3
Perception +5
Stealth +6
Survival +5

Feats
Big Game Hunter,

Gear (just went with some basics and a little bit of gold, if you think anything is too much just let me know)
battle axe, hand axe, 2 throwing axes, pack, waterskin, 2 days rations, whetstone, dagger, bedroll, chain shirt; 2 gold, 5 silver

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Alchemist could be interesting...instead of juicing yourself, you could pour extracts down the barrel of your gun and blast them at your enemies.

I'm not sure the ripple effect of just plane changing melee to ranged there, but it's something very much worth looking at in detail.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

PaulH...definately, chill touch is THE spell for magus, at least for the first few levels in my opinion.

YuenglingDragon...so your GM does it the way the rules are supposed to opperate?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

DCironlich...are you asking this because you want your DM to have something to look at to make an educated decision? Or are you asking this so you have ammunition for an argument?

At the end of the day, it doesn't matter what people on these boards say. Doesn't matter how it works in real life. Doesn't matter what the developers say on the matter. If your GM has a way he wants to run it, then that's how it works in his game. Do you trust your GM enough to make a decision to keep the game interesting and fun, or do you think your GM is going to try and screw you?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I'd be interested in getting in on this. I read Paizo stuff voraciously, but rarely get to play. So you know ahead of time, I'm familiar with RotRl, but can play dumb if it's cool with you.

Would really really love to play a magus, though I know you want to stick with core classes. So unless anyone else wants to play the rogue I'll run Merisiel.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

PaulH...isn't chill touch already on ther list of available spells?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

It's something I'm going to look into on a spell by spell basis, and I'm one of those people that would rather say NO now, then add abilities to the character later, than say YES now, and have to take away later.

The speciics elude me at the moment, but I remember coming up with something using this ability when I first saw the magus, that seemed to do quite a bit of damage in one shot. If memory serves it was well balanced in my opinion with players in mind, as you had to use a lot of actions to get everything aligned, or you could only do it once per day...something like that...then I realized a magus NPC I was working on would essentialy erase a single NPC on the first round of combat, and then be able to whoop a fair ammount of booty afterward. I don't go out of my way to kill players (generally the opposite), but if the players have access to a solid tactic, NPCs who would be just as capeable of utilizing it will do so...

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I'm assuming you're talking pistol whip with spell combat then? Costs way to much grit in my opinion to use as a continous attack. I'm really hoping for an archtype for the magus to make a gunmage type character, but I'm highly doubting it. We'll more likely see some sort of arcane archer type prestigue class...which is ok too, just not as cool.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

YuenglingDragon...if you're looking for quick and simple adventure ideas, from what I've seen the Pathfinder Society scenarios might be good to look at. Their fairly cheap, all the one's I've bought are well written, and ment to be played in a four hour time period.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I run Pool Strike the way you described...2d6 at third level. It's not the clearest wording, but the playtest documents are always a little rough.

I would say RAW touch spells would work with Pool Touch, but in my game it doesn't slide.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

When I GM there are lots of skill checks...mostly social, or knowledge...though often times there are no knowledge skills for what I want to convey, but that's a seperate issue.

In 3.? there's been plenty of times where we were screwed because no one had climb or swim, followed by games where we bearly squeaked through because someone picked up climb/swim and just put a point or two in it...followed by the campaigns where everyone asked to play something with gills/wings...

Unfortunately I've been in plenty of games where the GM would just toss a die, maybe look at it, and then tell you if you were able to do what you wanted...it's frustrating, and most of the time a waste of time, but if that's all there is, then that's all there is.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

You sure? Cuz I'm thinkin' summoner/antipaladin...;)~

I'm not seeing the bard personally, as I don't think every single person who uses perform should have levels in bard...but obviously it's just a me thing.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

hmmm...would make for a snazy female magus or bard.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

James...good to know. Most of what I do when I change things around is my difference in opinion on what class the presented personality should be. Mostly this has been an issue while converting 3.5 APs to Pathfinder (especially after APG and the ultimate playtests).

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Funny, I'm working on some fiction where one of the main characters is an alchemist/gunslinger, and another is an inquisitor.

I'm curious about the ideas with gunslinger and magus having synergy...what am I missing, as I don't see it at all...

Are you GMing then?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Is there anything in this AP that relies on Ameiko remaining the same class she was in RotRl? I'm one of those guys who switches everything around when I run an AP...and I'd like to know ahead of time if I switch her around too much, will it have consiquences if I run JR with the same group?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Very good playtest...I completely agree that this is a better format than the arena scenarios.

That, and your assassin gave me a great idea for a reacuring villan like in the movie Fallen.

Seems like the gunslinger was a pretty important contributer to the encounter here...half the time getting himself into just as much trouble as he got out of.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Depends on who sees them, and how many friends s/he has.

One person is unlikely to be confrontational, especially if it's your average commoner (as in social class, not NPC class...someone not acustom to killing violent things for a living). As the group gets bigger, so to does the bravery of those in it.

NPCs are part of the world though, and the world understands the capabilities of the PCs. Ten angry commoners (now we're talking NPC class) armed with pickforks and hoes are unlikely to do much to a reasonably leveled tiefling with a PC class...and very well may know this. Especially if said tiefling has developed any reputation for being an adventurer. Just something to keep in mind.

If you havent yet, read Prince of Wolves. There are a couple scenes where a tiefling gets mobed up on by a small village in Ustalav, but for the most part it's more of a social issue than physical one. Mechants would refuse service, inns would make them sleep in the barn if they let them stay at all. They might get talked to by the local "good 'ol boys" club about just how short their stay in town should be...things like that.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

In essense it boils down to this..."you play different than I do, so you're wrong."

In all seriousness, I'm interested in your playtest. There is no standard, so what you use at your table is just as relevent as what someone else uses at theirs. Honestly, the changes you made sound more reasonable than some of the others I've seen.

You do higher stats than I use currently, though I've had players ask if we could use higher stats. You give more hit points than I do, though not by much. Your game doesn't sound far off from what mine is, so yeah...I wanna see your results.

As far as the developers...they've said they want a variety of scenarios...some higher powered, some lower. Some with Pathfinder only stuff, some with 3.5 stuff.

In short...forget about the whiney people and do your thing. No matter what people will whine, it's the net.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Normally I would agree, but the NPC I made using this build has I think a 22 int.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I'll second an actual pirate AP. Savage tides was "this has pirate elements, but a lot of the AP doesn't take place in the water" and Serpent Skull was very similar. Paizo knows people want this...so how about it gets done?

I'm cool with a mega dungeon, because I have an extreme ammount of faith in paizo. Rules for setting up camp underground, encounters that can potentially go combat, but are just as likely to go social...new and interesting abberations to devour PC internal organs by entering various orafices...that sorta thing.

One that takes place in Magnimar would be nice...isn't there a great big bridge full of spider like creatures just waiting for some attention there?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

HTJ...thank you. That's quite a lot of info you gave me there, much appreciated.

I think jujitsu is one of the arts taught by the guys around here...I know one of them does a lot with escrima sticks, and the other seemed to know quite aa bit about ground work and locks.

Ultimately, yeah, I think it's best not to pass up anything you're likely to learn in a martial arts class...but I can understand why you would want to block out some things if you're looking to understand something specific.

On a more Pathfindery note...was anyone else completely underwhelmed by the sword cane in the APG? I was going to take an Idea I got off Pendergast in another thread, and write up a magus who looks more like a traditional wizard, to get the party fighters to try and get in close for a nice supprise...and figured I'd use the sword cane to represent a "magic rod/wand"...until I saw it's stats...as a weapon it's absolutely horrible, and as far as it's "special ability" goes, a DC 20 spot check isn't that impressive, especially at anything beyond the lowest of levels. Think I'm going to delve into some of my 3.? books, much as I'd rather not.

451 to 500 of 1,116 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 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 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.