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Harley Quinn X's page

Goblin Squad Member. Pathfinder Card Game, Maps Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, Massachusetts—Central & West. 684 posts (688 including aliases). No reviews. No lists. 1 wishlist. 53 Pathfinder Society characters. 2 aliases.


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***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Congrats Fred! Thanks for helping us out!

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Congrats, O.J.!


1 person marked this as a favorite.
Pathfinder Card Game, Maps Subscriber
Dunesparrow wrote:

Hey there

No one in my group has ever played OP, but we are considering it while we wait for Mummy's Mask to be released.

We did not realise there were any character restrictions.

I will finally read through the OP rules, but could you please confirm there are Character restrictions and offer any insight as to Why?

Thanks

Hello! Thanks for considering giving OP a shot.

The characters that are used for OP are from the respective class decks. If there's a copy of your character in a base set, then you can use them as instead of the one from your class deck. For example, you could use Kyra from the Rise of the Runelords or Wrath of the Righteous base sets with the class deck because Kyra appears in the class deck.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

I know it's not the answer you're really looking for, but: the usefulness will depend on what you're looking for, how comfortable you are with pen-and-paper RPGs, and what you're looking to build. So, what are you looking for? Even books like Ultimate Combat, though physical fighting oriented, have some good things in it for casters. Let me kind of explain the Top 3 of those.

The obvious stand-out is the Core Rulebook. It's got all the core rules, in a book!

Next I'd recommend the Inner Sea World Guide, for flavor. You can learn about the world of Golarion, and its ins and out. There's very little "crunch." but a lot of "fluff." There are some player options, but it's a small sliver of the book.

And of course, the Pathfinder Society Roleplaying Guild Guide, because that's got all the rules specifically for Pathfinder Society Organized Play.


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Ridiculon wrote:
Why wouldn't it apply to number 3? Can you not persuade someone to tell you something they know?

Because it explicitly says it doesn't.


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Pathfinder Card Game, Maps Subscriber

Get a Ring of Delayed Doom? Or just pack some potions of Lesser Restoration?

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Stay tuned Patrick! While not on the cape, I'm working with a Store in New Bedford, if that's closer to you.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

It feels a bit disingenuous of a paladin who lives in a world where monsters routinely try to bite you, and who works for an organization that routinely sends you to where such monster lurk (and you're told as such as part of your training), to take an oath against using poisons but still frequent these locations under the guise of "Well, I didn't actively poison them."


Pathfinder Card Game, Maps Subscriber

How much of a "dip" are you looking to go for? One level? Two levels? The rest of your characters progression?

I personally have been liking my Bard/Slayer. I took the Vanguard archetype and he can handle himself until his beefier friends arrive.

Plus with the giving out of teamwork feats, sharing of studied target bonuses, and extra feats if you take some combat styles as your talents.


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Pathfinder Card Game, Maps Subscriber

Sundering, or at least use it very sparingly. As a GM, I can throw monster after monster at them, with little/no loss when they get ripped to shreds. But permanently damaging a character's weapon is a bit harsh when they cannot find a caster high enough level to Make Whole a high level weapon.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Congrats, Other David!


Pathfinder Card Game, Maps Subscriber

Does the Wizard know that it is an Invisibility spell? If so, could it not tell the babau "Hey, dispel the enemy's Greater Invisibility spell?" That should do it, I reckon.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Barker wrote:
Or you can have them crawl Emerald Spire - that's 13 levels of menagerie.

Apparently, they've requested no more dungeons. So yes, I'd have to reiterate how great Kingmaker AP is for exploration. The exploration is a HUGE part of the AP, and you don't have to do a lot of roleplay/arguments with NPCs if you do not want to do so.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Thematics aside and the one time use aside, remember that a Kineticist's blast is an okay way of dealing damage to swarms. Probably best to throw it on a character who doesn't have an effective way to deal with them.

Quote:

Even the weakest kinetic blast involves a sizable mass of

elemental matter or energy, so kinetic blasts always deal full
damage to swarms of any size (though only area blasts deal extra damage to swarms).


Pathfinder Card Game, Maps Subscriber

You'll notice the difference in two spells like Reduce Person and Enlarge Person when it comes to projectiles; Enlarge Person has projectiles shrink to their normal size, while with Reduce Person they stay the same size. Pretty much for this exact reason. If he wants to do some more damage with his crossbow, he can look into the Gravity Bow spell. It makes bolts strike as if they were larger. Not ballista bolt large, but if you're playing a home game or something maybe you could make a Greater Gravity Bow spell that makes a crossbow bolt hit as if two or even three times larger.

As to the command word question, yes, it is a standard action to activate a magic item.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

thejeff wrote:
David Montgomery wrote:
All of the Advanced Players Guide iconic characters* (Alchemist, Cavalier, Inquisitor, Oracle, Witch) are being worked on. See blog post here.

That blog post doesn't actually say that. It's talking about the Occult Guide classes.

There's a comment in the post for the pregens, but it dates to November of last year.

The caption under the image says that Alain's holding things up. Darn nobility.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

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All of the Advanced Players Guide iconic characters* (Alchemist, Cavalier, Inquisitor, Oracle, Witch) are being worked on. See blog post here.

*NOTE: The Summoner has an Unchained pregen available in Fane of Fangs, but given its legality in PFS now, the APG one is probably not going to be a thing.

Edited to add: You may want to look at the materials the pregen for Master of Fallen Fortress has, as a base. That may have not been available to you at the time, though.


Pathfinder Card Game, Maps Subscriber

Hi Hoksmur.

If they channel negative energy, then they can only do the Harm version. The Harm (dazing) channel does not have any intelligence limit on it. If you want it to be so, maybe you should talk to the player and see if they'd be fine with you limiting it to creatures with an intelligence of 3 or higher.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

There are two scenarios I can think of that kind of simplify the Duel and Performance Combat mechanics.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

The Guide is the source, not a reference. So for Organized Play, you can waive the roleplaying requirements of entry to a prestige class. Was there any questions about a specific prestige class or anything?


Pathfinder Card Game, Maps Subscriber

Actually, Pennywit, I was looking into that when I was finishing up Book 1 or 2 with the party. Great reminder. I could have the Shadow fey inhabit the town of Drelev.

I has originally planned to introduce Ms N. as a rival with the queen of the shadow fey for the affection of the same Eldest. Having won the eldest's affection, the queen of the shadow fey moves into the material plane, and makes good motivation for N to want to impose her fate on the Stolen Lands.

I'll have to look into that again.


Pathfinder Card Game, Maps Subscriber

So my party just made their way into Fort Drelev, and performed a not-so-stealthy assassination on Baron Drelev. Spoilered for length, I guess.

The Assassination:
They flew to the top of his tower under cover of night and Invisibility, hid in his closet until he came in the room (with Lady Maray) for some... after-dinner activities, and yanked Lady Maray when the Baron went to wish his wife goodnight. After tying Lady Maray up, they pulled her into the closet and waited for the Baront to come back to ambush him. A fight ensued, as the party Wall of Stone-ed over the door to the bedchamber. Imeckus brought the baroness, and two guards in with a Dimension Door (I changed one spell per level of his spells to some less combat oriented support/utility spells, since he probably wouldn't have had reason so blast everything to bits on a casual day.) A lightning bolt from Imeckus and a crit from the Baron led to the death of the party's Oracle, and then fortune turned in the party's favor. The Baron and the guards got mowed down by a series of crits. Imeckus made his retreat, true to tactics, via Teleport. The party figured the deed done as best they could, and several guards still hacking their way through the wall of stone over the door, fled via Teleport to revivify their Oracle.

The party abducted Baroness Pavetta, and Lady Maray willingly chose to be teleported out with the party as the town would probably suspect her of foulplay since a guard that survived saw Lady Maray in the bedchamber and she's generally a newcomer to the fort.

Quite the feat, as they were only level 9 when they flew in and I didn't nerf the Baron. However, the party is pretty content with their efforts in stirring up trouble, and has little/no desire to "liberate" the town. This should leave plenty of room for a power vacuum in Fort Drelev, and some things that they may have forgotten that needed to be done.

TL/DR: Party snuck into the keep, killed the lord, and are content to let the chaos sort the rest of the town out.

So with that said, I'm looking for feedback on how to handle some issues!

Power Vacuum:
Who fills the power vacuum, if there is one? My initial guess would be Mr. I, since he already pacified Drelev Keep through warfare and intimidation. But at the same time I feel like he wouldn't bother. How long with Fort Drelev fester before Pitax steps in? I am thinking of letting Pitax score their own Liberation points and once they earn the requisite amount, Pitax takes over Drelev Demesne. I'm thinking that since they are only marginally interested, they may earn 1d2-1 LP per week to take into account any relief efforts, economic stimulation, and the Languishing penalties involved with going about it half-cocked.

Satinder may make a good choice, but there's little way for her to fulfill the work to take over the kingdom on her own and probably not without serious hassle and resistance from the remaining guards/nobles in the fort.

Mr. Numesti:
The party kind of left Terrion there at the keep, as they only made it through the top of the keep. With Drelev no longer in power, and no real need to keep Pitax happy, I don't think they'd need him alive. They were told by Kisandra that her father is being held prisoner in the keep, so shock-and-awe tactics were a bit careless on the party's part, I think. But careless enough to get the man killed? I kind of think so, especially if Pitax gains control of the fort.

Refugees:
The party has not gotten to encounter area X, with the refugees. Since they were arguing about whether to head to Fort Drelev, perhaps these should become refugees headed from Fort Drelev to Mivon to escape the chaos? It would be a good opportunity also guilt trip the PCs a bit.

Finding the Sisters:
With the library (M27) unsearched and no desire to head back to the castle until things pan out, any clues for finding the Black Sisters and Armag's Tomb? I couldn't figure anything else out except the Baroness and Lady Maray, but I don't think the Baroness would care enough to know exactly where the tomb is, and Lady Maray would only have some cursory knowledge, as she's heard about this through the baron.

The Runaway:
So after the hurting Imeckus put on the party, they are jonesing for a rematch with him. Can you think of a reason why Imeckus couldn't/wouldn't make his way into the leadership or service of Mr. I? I can't think of a reason why not, especially given his propensity for using divination spells to spy on people. He's make a great Spymaster for Pitax.

Thanks for the help.


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Pathfinder Card Game, Maps Subscriber

Sorry if this has already been answered. Couldn't find it.

Psychic spells with thought components are harder to cast than normal spells. Got it. A psychic spellcaster can center themselves as a move action as they cast the spell to use the normal concentration DC. Check. But does this apply to concentration checks to maintain spells when they take damage at a later time, or no? I could kind of see it either way.

Relevant rules text, Occult Adventures, page 144:

Thought Components wrote:


Thought Components: Thought components represent
mental constructs necessary for the spell’s function,
such as picturing a wolf in vivid detail—down to the
saliva dripping from its jaws—in order to cast beast
shape to transform into a wolf. Thought components are
so mentally demanding that they make interruptions
and distractions extremely challenging. The DC for any
concentration check for a spell with a thought component
increases by 10. A psychic spellcaster casting a spell with
a thought component can take a move action before
beginning to cast the spell to center herself; she can then
use the normal DC instead of the increased DC.

Does the "use the normal DC instead of the increased DC" clause apply to subsequent concentration DCs or only initial casting?

As an example, a mesmerist successfully defensively casts silent image after centering first (DC 17). An enemy attacks the mesmerist, and hits for 6 damage. What is the mesmerist's concentration DC to maintain the spell: 17 (10 + 6 damage taken + 1 spell level) or 27 (20 + 6 damage + 1 spell level)?

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

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I'm personally against it. I feel like a lot of adventures make balance assumptions based on what players are able to bring to the table. It's almost imperative that writers have some sort of assurance as to what players will and will not have access to.

As an anecdote, I've seen a 1-7 scenario (people will probably be able to guess which one it is) almost ruined in premise because a level 7 cleric had access to a particular 3th level cleric spell played down to tier 3-4. I mean, it wasn't a matter of being more effective in combat. It was a matter of major plot points gone in a few minutes. Things like this are the reasons why the tiers have started to shrink a bit since the start of Pathfinder Society. Not just combat-wise, but skill and ability wise, it's hard to challenge things as the levels increase. A 50-foot drop in your way is a killer for level 1-2, and a bruiser for levels 4-5. At 7, players may have flight, feather fall, great climb scores, earth manipulation, magical ropes that they can just thrown about.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

According to the guide, you can retrain your Favored Class Bonus into any other FCB legal to that character.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Also adding that James Jacobs himself said he's not a PFS rules official here.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Congratulations, all!

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Congrats to all of the recipients!


Pathfinder Card Game, Maps Subscriber

Maybe you're playing with the wrong group? It sounds like they want to play one way but don't come out and say as much. Maybe talk to the GM and see if they'll tone down the challenge if you tone down your character?

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

You could try a Google Doc, and then ask the community to X the games they could play.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

- Arcanists now are limited in the number of times they can use Consume Spells.

- A lot of Shaman hexes got "Cannot be targeted again for 24 hours" added onto it.

- Ecclesitheurge got their referenced, but cut off ability, blessing of the faithful.

... It's late and I'm tired, so I'm stopping there.


Pathfinder Card Game, Maps Subscriber

The card is destroyed. The ability does not say cards are not destroyed, but he does not necessarily have to enhance cards with his pool; he can do it for any ranged weapon. So while he may throw cards, if he picks up a boomerang, for example, he could add returning to it.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

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After some messy splattering of enemy combatants, my gnome wizard headed into the hallway and had to take his pants off after combat. Shortly thereafter, more people rush into the hallway. To play it off and stall before the NPCs could get into the room, the gnome starts dancing. It's now known as Magic Mike XXS.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Matthew Downie wrote:

Presumably you can carry a sack of rats around with you and whack them one at a time until you've achieved enough critical hits to fill up your wyroot weapons every morning.

You know, typical monk stuff.

Tie them up (or a teammate for more comic effect) until they're helpless, coup de grace them (which is an auto-crit) for no damage, and refill your spells after every fight. Go nova in the next, rinse, repeat.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Guide to Organized Play, page 9 wrote:

Characters choose their traits from six different

categories: basic, campaign, equipment, race, region,
and religion. A character can have only one trait from
each category (or subcategory, in the case of basic traits,
which fall into the areas of combat, faith, magic, and
social). Your character’s choice of faction opens up
additional trait choices presented in Chapter 4 of this
guide. These faction traits count as campaign traits—
in effect, they are the campaign traits for Pathfinder
Society Organized Play. No other campaign traits from
any source are legal for characters to choose.
In order to
select a faction trait, your character must belong to the
associated faction.

No, highlighted above for emphasis.

However, there are some boons that allow you to take Campaign traits from adventure paths.


Pathfinder Card Game, Maps Subscriber

10th level as a Cave Druid you can Wild Shape into an ooze for 8 hours at a time, two times per day. Get a Druid's Vestments (only 3.75k) that lets you use Wild Shape one more time, and voila! 24 hours (minus the 18 or so seconds necessary to re-Wild Shape) as an ooze!

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

You have options 1 and 3, since the cost for a level 5 cat is not listed in any book.

For option 1, you'd need a Raise spell of some sort, and the spell used will probably depend on the mode of PFS (regular vs Core). Raise Dead in the core rulebook will run you a little over 5k gold worth in diamond dust. If you have access to the Raise Companion spell, it will cost about 1k of diamond.

For +3, you can go commune with nature and find yourself a new companion. Just be mindful of the FAQ on how many tricks your new companion starts with and the rules for teaching it new ones: FAQ

Obviously, option 3 is the low cost option, but it may be more flavorful to get Old Trusty raised. Have fun!


Pathfinder Card Game, Maps Subscriber

More than likely, if you do dip in Wizard, you'd like to take Abundant Ammunition as a spell. A lot of Gunslingers get it on wands, so being able to do it without would save you some cash (albeit not a huge amount).

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

No, because to make a returning dagger you must have it be at least a +1 first. So you'd essentially be making a +1 returning dagger, which is the equivalent of a +2 weapon.

EDIT for relevant rules text: (CRB, page 467-468)

Quote:


Some magic weapons have special abilities. Special abilities
count as additional bonuses for determining
the market value
of the item, but do not modify attack or damage bonuses
(except where specifically noted). A single weapon cannot have a
modified bonus (enhancement
bonus plus special ability bonus
equivalents,
including from character abilities and spells)
higher than +10. A weapon with a special ability must also have
at least a +1 enhancement bonus.
Weapons cannot possess the
same special ability more than once.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Congrats, Tim!

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Some others to check out, outside of what you've mentioned. While it's not a full list, as I've yet to run everything out there, there's a lot to choose from.

Wet adventures:

0-02 The Hydra's Fang Incident [1-5] (bonus points!)
0-06 Black Waters [1-5]
0-17 Perils of the Pirate Pact [1-7] (bonus points!)
0-20 King Xeros of Old Azlant [7-11] (possibly bonus points!)
0-23 Tide of Morning [1-5]
1-31 Sniper in the Deep [5-9] (BONUS POINTS!)
1-34 Encounter at the Drowning Stones [7-11]
1-38 No Plunder, No Pay [7-11] (BONUS POINTS, AHOY!)
1-50 Fortunes Blight [5-9] (Loosely water themed)
2-03 Rebel's Ransom [5-9] (Bonus points!)
2-12 Below the Silver Tarn [7-11] (bonus points)
2-13 Murder on the Throaty Mermaid [1-5]
3-06 Song of the Sea Witch [3-7]
3-07 Echoes of the Overwatched [3-7] (Loosely water themed)
3-11 Quest for Perfection, pt 2: On Hostile Waters [1-5]
4-15 The Cyphermage Dillemma [1-5]
4-18 The Veteran's Vault [1-5] (I don't think you'll want these bonus points...)
5-01 The Glass River Rescue [1-5]
5-06 You Have What You Hold [3-7]
5-19 The Horn of Aroden [1-5]
6-05 Slave Ships of Absalom [1-5]
6-21 Tapestry's Toil [5-9]
Module: Plunder and Peril
Module: From Shore to Sea


Pathfinder Card Game, Maps Subscriber

Just because you don't need to roll doesn't make it a free action. Having the ability to command an animal as a free action, like a Druid does their bonded companion, would get you around that.


Pathfinder Card Game, Maps Subscriber

No, generally ranks are used as hard level caps for things like prestige class, since you cannot have any more ranks in a skill than your total character level.

If you really want to go Assassin, then maybe talk to your GM about changing the requirement.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

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Nefreet wrote:
All Rouge Talents are banned in PFS play.

But... but... I look like a perfect blushing blossom...

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

It's not often, but I do know of a few earlier scenarios that throw a ton of lower HD monsters (3HD) at the party at high tier of a 7-11. It's not likely to come up again, with the way the difficulty curve has changed though.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

It was a two-part thing, I believe.

Aspis Getting the Boot:

3-25 Storming the Diamond Gate [3-7] and 3-26 Portal of the Sacred Rune [7-11]

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

There's an FAQ on scribing scrolls in PFS.

LINK HERE

Quote:

Players are welcome to exchange spells with each other during an adventure. They must still follow all the normal rules as put forth in the Core Rulebook and their class descriptions (for instance, an alchemist can scribe from a wizard, but not vice-versa) and they must not bog the session down.

Similarly, scrolls found during an adventure can be used to add spells to spellbooks and similar class features (such as a witch's familiar), using the normal rules for doing so. Scrolls used in this way during an adventure do not need to be purchased, but are still consumed as normal.

With either method, the GM should sign off on the spells gained (after witnessing successful skill checks) on affected players' chronicle sheets. All other methods of gaining new spells (such as by gaining a level or purchasing access to an NPC's spellbook) function as described in the Core Rulebook and relevant class descriptions.

In the rare instance of a wizard charging a fee for the privilege of copying spells from their spellbooks, this fee is equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells do not change the fee in PFS.

So you can purchase from NPCs in the Society's libraries, but you'd need to pay the scribing costs and give them a 50% tip.


Pathfinder Card Game, Maps Subscriber

Are you more set on damage, or on control? The Crossblooded Orc dip does give you a few more points of damage, but does nothing for the control aspect it sounds like you want.

Have you thought about the Oracle of Winter dip? One level gets you this revelation:

Quote:
Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow saves do not slow creatures. At 11th level, the slow duration increases to 1d4 rounds.

Then you could go Admixture Wizard and change spell damage to cold, and possibly slow your enemies.

Rime Spell will also be your friend. A Rime Frost Fall means an area of entangling cold, and if they fail their save, they are slowed as well. Ttalling 1/4 movement speed from the double half-movement conditions.
... Also, Snowball.


Pathfinder Card Game, Maps Subscriber

Also the Feast of Ravenmoor deals with a small Varisian town, but doesn't have a huge Shoanti presence.


Pathfinder Card Game, Maps Subscriber

That "dagger" does the same damage as a longsword, though. I'd be fine if you skinned it as a REALLY big dagger.

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