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Githyanki

GeraintElberion's page

Pathfinder Adventure Path, Modules Subscriber. Pathfinder Society Member. 5,753 posts (9,565 including aliases). 4 reviews. 1 list. 1 wishlist. 2 Pathfinder Society characters. 27 aliases.


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Sovereign Court

Pathfinder Adventure Path, Modules Subscriber
James Jacobs wrote:
The Doomkitten wrote:
Is it implausible that a sect would worship both Dou-Bral and Shelyn, and work to redeem Zon-Kuthon?
It isn't implausible that such a sect could exist, but they would never succeed.

I'm planning out a Strange Aeons character who is a cleric of Shelyn but, as his evil past comes out, turns out to have once been a cleric of Zon-Kuthon.

I thought it seemed neat, but would Shelyn be into that kind of redemption-through-amnesia situation?

Sovereign Court

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Cerce great hardcore.

The first track is a bland intro, the first 90 seconds of track two are a bit shonky but then it all comes wonderfully to life.

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4 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

I always enjoyed the fiction.

I much prefer having the short fiction (web fiction and AP fiction) to Pathfinder Tales because it was a different scale of fiction that was fun to read in an evening.

The Tales line occupies a different headspace.

I would totally subscribe to a PF monthly/weekly short fiction line, even if it was online or pdf only (the kind of thing I see on some Patreon things).

Sovereign Court

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Lantern Bearer would be a fun ranger PrC but you lose your AC.

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1 person marked this as a favorite.
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Lord Fyre wrote:
I started with The Hook Mountain Massacre. Does that count?

I bought Burnt Offerings and a five-pack of players guides from a shop.

Subscribed with Skinsaw.

It doesn't count...

But I've got an awesome shelf of books.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

Great bridge-based news.

I really enjoyed Red Hand of Doom, Hobgoblin invasions make good adventures, but that starts at level five, I'm interested how PCs will deal with hobgoblin scouts (or similar) from level one.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

You could try a wizard (buff and battlefield control) with lots of knowledge skills.

Handing out Mage armour and PfromE for those who need it. Haste later. Summoning creatures in flanking positions.

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1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

Back on topic, sounds cool: do the heroes have to take down a dragon guarded bridge to slow the horde?

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Pathfinder Adventure Path, Modules Subscriber

Keep the fiction. I enjoy it.

Many of us subscribe to read, not to play (will anyone play every AP), and having the varied elements is part of the pleasure of an AP.

I enjoy how the fiction was first used to introduce the world (Eando Kline!) and is now more closely linked to the AP.

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5 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

I'm thinking a cleric of Shelyn.

Wakes up utterly devoted, clinging to Her as the only thing he is sure of.

Turns out he used to be a cleric of Zon-Kuthon.

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2 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

It's interesting that so many posts talk about Paizo's rules bloat.

I've got to agree. I'm here for the adventures first, Golarion second and rules options come a distant third.

I do wish that after the first year we'd had one hardcover per year in the RPG line.

I'm supposed to read occult adventures and horror adventures to fully enjoy Strange Aeons. It just puts me off the AP...

I wonder how many groups play 'full pathfinder' with every single Paizo rule book?

Sovereign Court

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He's in A Memory Of Darkness but the PCs don't face him (or they would all die).

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CorvusMask wrote:

Uh, this sentence confuses me:

"To communicate with some of the stranger enemies in this campaign, learning Aklo might help, but the language of aberrations and dark fey is an unusual skill for beginning characters and requires a solid justification."

...Why does it require player to justify it when PCs start with amnesia where they barely remember anything? Including possibly them having a companion animal/eidolon?

In fact, the mystery of your amnesiac character saying: "I know what they're saying! Why do I know what they're saying?" Seems pretty ace.

You won't have to explain it until book 3

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

I can definitely see the need to trust the GM but I am looking forward to creating a character with an incomplete backstory that is fleshed out as the AP unfolds.

I like the campaign traits a lot.

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Cole Deschain wrote:
"Cyclopean" was the word I recall him abusing the most...

I actually think his use of 'cyclopean' was incredibly satisfying.

The Greeks of the Archaic/Classical period lived alongside huge ancient ruins that they could not explain or understand in practical terms (these were the 'citadels' of the Mycenaean and Minoan civilisations which had collapsed over four hundred years earlier.
They described these structures as Cyclopean to explain there construction.
Although in mythology the cyclops were presented as wild, destructive cannibals, dominated by impulsive behaviour (see, The Odyssey) which creates a kind of disonnance.
They also had a myth that these states were controlled by kings of incredible power, the implication being that these kings might command cyclops. Which seems pretty Thassilonian to me! (and, of course, Thessalonika had Mycenaean settlements).

So, Lovecraft taps into a modern perspective of the Classical greek world, using 'cyclopean' to describe something vast whose construction one cannot truly imagine or understand.

Sovereign Court

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I would keep him trapped in the house but now he's a kind of genius loci who controls the environment.
He is creating undead with their faces warped to resemble the PC's faces and sending them out to murder and mutilate.
The house is no longer how it was, it is now how Vorel imagines it.

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Pathfinder Adventure Path, Modules Subscriber

I would second the Ursula Le Guin recommendation; 'Wizard of Earthsea' and its sequels are excellent.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

Ah, well that changes things rather a lot.

Any horrible colonials and/or Dajobas worshippers with an adamantine weapon?

Honestly, I'm still keen, the group seems cool and I like Razor Ciast, but don't really have the pathfinder-fu to build an effective blaster.

Sovereign Court

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I was about 10.

My best friend and I realised that we could make up quests for Heroquest.

All summer long.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

Hello, lovely CS folk,

Would you please cancel my comics sub?

Not keen on crossover, cheers!

GE

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

I listened to the Know Dorection podcast of the Paizocon panel.

Erik is writing them all, it's a pulp character fest.

The conceit is that great champions from across the multiverse are sucked into the Tower of Nex.

Sounds like that will protect Golarion as a setting ( sure, you can meet Tarzan, but only if you can enter the Tower of Nex and survive).

I cancelled my sub. Will return when it is a Golarion tale.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

At level 8 wealth shouldn't I just be casting enlarge person, heroism, haste and magic weapon on someone with an adamantine weapon?

Sovereign Court

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'Kids these days' are a many and varied bunch.

My experience is that development, intellectual sophistication and emotional maturity can vary greatly across any age-group.

I have had teens who love gory descriptions of violence and others who hate it.

The most important thing I have found is judging the level of peril they are comfortable with. For many the cartoonishly grotesque violence of Deadpool may be less disturbing than the tension and peril of Woman in Black.

If they don't like peril then the We Be Goblins sequence
Or RoW are more absurd and 'unreal' while CotCT or HR might prove unsettling.

Sovereign Court

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You get some good hints in Pathfinder Tales starring Salim.

Sovereign Court

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Find a small saucer and light a firelighter atop it.

Voila, fire elemental!

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I've got cold feet. Heeding Andrew's reply to my question, I will bow out.

Cheers.

Sovereign Court

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Tesi wrote:
Mylvwara Elberion wrote:


Player Name: GeraintElberion
Character Name: Mylvwara Elberion
PFS ID#: 3812-3
Faction: Silver Crusade
Race/Class/Level: Elven Wizard(conjurer) 5
I thought you had applied to my game, hahahaha

Sorry, this is my only PFS character and I am worried about being chewed up and spat out by a higher tier scenario.

I meant to post in your thread bit got distracted.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber
Hythlodeus wrote:
SMNGRM wrote:
Something very Dwarf heavy.

I agree.

but, knowing Paizo, there is no love for Dwarves and never will be. All they care about are those fancy-eared Elves

Do they? I think that's a false dichotomy.

Golarion is humanocentric.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

I have a wizard (conjuror) 5 up for this.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber
thunderbeard wrote:

Okay! I'll work on some sort of Psychic, then. Maybe a Psychic Duelist? They're great at arcane utility and area debuffs, (with less AoE damage or friendly buffs than a wizard) but really excel at damaging creatures that aren't hit easily by normal weapons.

EDIT: Re-read psychic duelist. Being able to summon imaginary creatures that attack people's minds directly seems like a pretty neat thing to focus on.

Should I plan to build a human, or are Tulita a broader culture?

Under Campaign Info it says only core classes plus alchemist, swashbuckler and inquisitor.

Sovereign Court

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Oro-Tu wrote:

Versatility isn't bad, but we do get into a lot of fights and when physical damage won't help leialoha usually would pick up the slack (he had the class features to swap damage types and specialized in fireballs I think).

So while a pure blaster isn't required in my opinion, we definitely need that ability to do damage to creatures I can't just beat to death.

Group has changed a bit though, might be worth checking out the current lineup.

I did look at the group: three damage dealers, a bard to send them into overdrive, a cleric to buff and heal, a fair bit of party face...

I assumed utility and battlefield control with a bit of buffing would be what was needed.

What kind of encounters have you had trouble with?

Sovereign Court

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Ah right, I don't really dig blasters. GM just said you needed an arcane caster.

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Pathfinder Adventure Path, Modules Subscriber

alkenstar
PCs as dragons

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

I want to buy these but can't find them anywhere, just dead links.

Anyone point me in the right direction?

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

re-roll 1s: 3d6 ⇒ (4, 6, 2) = 12

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

hit points: 7d6 ⇒ (3, 1, 6, 3, 1, 4, 1) = 19

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Pathfinder Adventure Path, Modules Subscriber

I'm thinking a sugalo scrimshaw-fetishist wizard. Worshipping Papahu.

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Pathfinder Adventure Path, Modules Subscriber

These are brilliant. Thank you DM Bigrin.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber
Ssalarn wrote:
Claxon wrote:

Strongly disagree.

The mounted combat says that if you move more than 5ft, that's very general.

Pounce is very specific in scope, you charge, you get to full attack.

Movement rules are general, charging rules are a specific subset of rules that involve moving and attack.

I can't see an argument where pounce isn't the more specific rule in this case.

And beyond all that, the FAQ I referenced mentioned nothing of Mounted Skirmisher and acknowledges that you can make full attacks. Ragelancepounce was the reason for the FAQ and Ragelancepounce definitely doesn't have Mounted Skirmisher. Shouldn't the devs have said something if it didn't work back then?

The FAQ was neutral on how you get the option to full attack, and merely addresses what happens if/when you can. It also came out after Mounted Skirmisher but but before the FAQ that made it so that the rider was taking the charge action in the first place, and in the thread leading to that FAQ SKR even noted that it was made with the assumption that the rider is not the one charging in the first place.

Pounce generally allows you to full attack at the end of a charge, but mounted combat specifically limits your ability to make more than one melee attack if your mount moves more than 5 feet. I would call that the more specific ruling, especially since it's entirely unique to fighting in melee while mounted; you can still full attack with ranged weapons. So pounce references what generally happens when you charge and have that ability, but mounted combat specifically limits the number of melee attacks you can make when your mount moves more than 5 feet. If you had a full attack action you could take while only making a single attack, then pounce would enable that, but my reading is that you have to have a mechanic that specifically addresses the mounted combat limitations, like Mounted Skirmisher.

Charging and mounted combat are both much more common and freely available than pounce. Pounce is clearly not the general rule.

The rule for a single attack is clearly explained as preventing full-attacks so that people can't argue that their horse moved, not them, so they still get full-attack. Pounce was not available to players at the time those rules were written.

Pounce does not need a nerf, ragelancepounce is/was silly theory-crafting and has already been nerfed by Paizo. People on the boards don't need to knock it down further as it will almost never see play.

If a barbarian has the rare opportunity to attack from a mounted charge then rule-of-cool says that Pounce should be kept. I'd love to add a rule allowing a leap off the horse at the same time for great cinematics.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

I thought the standard reading was that you could charge with the mount but only the rider gets an attack at the end?

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CWheezy wrote:
That ragelancepounce doesnt work any more, cant handle animal as a free action.

Riding a mount does not require a handle animal check.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber
James Risner wrote:
There is a rule that says if you use a weapon, you can't use the same limb for a natural attack, though.

Yes, so you can switch between claws and weapons but can't use both at once.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber

This is a rough stat block of AM BARBARIAN, the ragelancepounce character for whom lances were nerfed.

stat block:

AM BARBARIAN
Human (Shoanti) barbarian (invulnerable rager) 20 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (human)
Init +4; Senses darkvision 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 28, touch 19, flat-footed 24 (+9 armor, +5 deflection, +4 Dex)
hp 236 (20d12+100)
Fort +22, Ref +15, Will +14; +4 and one size larger to resist effects of wind, +11 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities fortification 25%, indomitable will; DR 10/—, 20/lethal; Resist cold 5, extreme endurance; SR 22
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (average)
Melee observed state +35/+30/+25/+20 (1d8+20 nonlethal/×3 plus 1d6 non-lethal)
Special Attacks mighty rage (50 rounds/day), rage powers (beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], eater of magic[UC], ferocious mount[APG], ferocious mount, greater[APG], ghost rager[UC], reckless abandon[APG], smasher[APG], spell sunder[UC], strength surge +20, superstition +11, witch hunter[APG])
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 21, Int 14, Wis 14, Cha 11
Base Atk +20; CMB +30 (+32 sunder); CMD 49 (51 vs. sunder)
Feats Antagonize[UM], Extra Rage Power[APG], Extra Rage Power[APG], Extra Rage Power[APG], Improved Sunder, Leadership, Mounted Combat, Power Attack, Raging Vitality[APG], Ride-by Attack, Spirited Charge
Traits auspicious tattoo (shoanti), berserker of the society
Skills Acrobatics +9 (+13 to jump), Climb +15, Fly +9, Handle Animal +22, Intimidate +23, Knowledge (engineering) +22, Perception +25, Ride +27, Survival +7, Swim +15
Languages Common, Draconic, Elven, Shoanti
SQ fast movement, tireless rage
Combat Gear scarab of protection, wayfinder, ebon; Other Gear +5 light fortification mithral chain shirt, observed state, belt of physical perfection +6, boots of speed, goz mask[ISWG], headband of mental superiority +4, manual of gainful exercise +5, necklace of adaptation, ring of spell turning, ring of splendid security, wings of flying, dire bat, 15,990 gp
--------------------
Special Abilities
--------------------
Antagonize Use Diplomacy or Intimidate to goad creatures
Beast Totem +6 (Su) +6 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (20/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Mount (Ex) Your mount rages, too.
Ferocious Mount, Greater (Ex) Mount gains constant rage powers.
Fly (60 feet, Average) You can fly!
Fortification 25% You have a chance to negate critical hits on attacks.
Ghost Rager +7 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging (max normal AC)
Improved Sunder You don't provoke attacks of opportunity when sundering.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Leadership (score 20) You attract loyal companions and devoted followers.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Rage (50 rounds/day) (Ex) +8 Str, +10 Con, +4 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-6) (Ex) Trade AC penalty for to hit bonus while raging.
Ride-By Attack You can move - attack - move when charging mounted.
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
Spell Resistance (22) You have Spell Resistance.
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Strength Surge +20 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Superstition +11 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Witch Hunter +6 (Ex) Bonus to damage spellcasters while raging.

I haven't done the tweaks to make him AM BARBARIAN Phd.

Sovereign Court

Pathfinder Adventure Path, Modules Subscriber
Drahliana Moonrunner wrote:
Isn't this the classic Rage Lance Pounce question?

Yes, it is.

I suggest people on this thread look up ragelancepounce

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I would love that with some kind of wrap-up final adventure which gives a vaguely happy ending.
Those are some quality adventures.

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Absalom, Absalom!

Spoiler:
that joke never gets old

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Sid De Squid wrote:

I've been trying to re-build my Undead Lord but most of the good necromancer classes are illegal so I decided to find out why these classes were illegal, since as far I could find there was nothing that directly violated the Society, and I discovered the reason why necromancers became illegal was because they were an "inconvenience" to paladins.

Paladins claimed that a player with an undead follower invokes PvP because the Undead Lord's companion in evil the Paladin must attack the undead follower and thus invokes PvP, even though the Paladin attacks first its the necromancers' fault because the Paladin is the "good" character and doing they're job by killing ALL evil beings. Also the reason the Paladin can't just walk away from the necromancer's undead is because even though the player knows that the necro's undead is harmless to the players they say their character doesn't know this, basically just being complete a@&!&*!s, so if these jackass paladins use this logic in everything they must attack clerics of evil gods and any other P.C. with a evil aura because they're paladins don't know that all Society members are non-evil, because that's meta-knowledge, the Society should illegalize all P.C.s with an evil aura because of that logic because its an inconvenience on paladins.

But the Society won't because then there would be an even problem on their hands then its worth.

So in conclusion the necromancer classes/archetypes should be made legal since the only reason they were made illegal in the first place as because they were an inconvenience on paladins, but in my opinion its the paladins that are the bigger inconvenience but whatever, but yeah there's no actual issues that should make a necromancer illegal except the fact that its an inconvenience to paladins.

posting advice:

The forum has lots of sub-forums, you'll get better responses if you are in the right place.
I have flagged as wrong forum so hopefully the mods will move it for you on Monday.

Humility. Just posting that John Compton is wrong because he's over-privileging Paladin characters is presumptuous and may not be correct.

Paragraphs: dude, wall of text increases the DC to read your post. Most people like to take10 when reading the forums.

Hasn't casting [evil] descriptor spells been clarified as an evil act?
Is it possible to play a necromancer and retain a Neutral alignment?

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Marco Massoudi wrote:
Chris Lambertz wrote:
Marco Massoudi wrote:

Chris, could you please delete the spoiler for the Ruins of Atzlant AP?

That takes away a lot of the fun about the campaign.
Titles are now spoilered.

Thanks, but i meant ** spoiler omitted **

I should have been more clear, sorry.

I don´t think that the titles give that much away, but the sentence in spoiler seems to name the main antagonist and his goal.

Sometimes you find that stuff out early in an AP so it doesn't matter. Hell's Rebels is a good example.

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Ask your GM if you can play a gunslinger but re-skin your guns as 'super-special-custom crossbows' and your ammo as 'super-custom bolts'.

Job done, and you'll be effective.

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Pathfinder Adventure Path, Modules Subscriber

The community content includes some great versions of Zuddiger's Picnic to use as handouts.
If you want to splash out: the town square flip mat covers the first encounters, the pawn set is pretty good and there are loads more extras. It's the best supported AP in terms of fan content and products to purchase.

I would look at HMM and SM and think about your groups tolerance for creepiness too. I know I left a few details out at Mammy Graul's place.

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