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Count Lucinean Galdana

Horatio Flynn's page

3,994 posts. Alias of dain120475.

Full Name

Horatio Flynn




Guns. 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 5 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 19 / HP 75 / F +8, R + 9, W +6 / Ini + 3 / Perc. +14)








Favored son of Milani


Aquan, Common, Elven, Polyglot, Infernal, Minkai


Surgeon; Knight of the Rock

Strength 13
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 12
Charisma 15

About Horatio Flynn

Pic of Horatio after Dragon Transformation

New pic of Horatio

Pic of Horatio

Horatio's Theme Song

Horatio's New Theme Song

Combat Bonuses:

Combat Bonuses
Type Base Ability Misc. Total
Melee 6/1 1 0 7/2
Ranged 6/1 3 0 9/4
CMB 6 1 0 7
CMD 16 4 0 20
Init. 0 3 0 3

Defense Bonuses
Armor Type AC Bonus
Armor Bonus : 5
Dexterity Mod : 3
Misc. Modifier : 1
Flat Footed : 13
AC : 19
HP : 75/
Grit Points : 3/___

Weapon Attack Dam. Crit.
+1 Agile Rapier +10/5 1d6+6 18-20x2
MW Pistol +10 1d8+6 x4
MW DB Musket +8/3 1d12+6 x4 (2/2)
+1 Rev/Flaming 10/5 1d8+6+1d6 x4
+1 Pepperbox 8/3 1d8+7 x4 (6/6)
Rapier 9/4 1d6+1 18-20 x2
Cold I. Dagger 9/9 1d4+1 19-20 x2
Sawback Dagger 9/9 1d4+1 19-20 x2
Whip 9/4 1d3 20 x2; disarm, 15 foot reach, trip

Saving Throws:

Save Base Ability Misc. Total
Fort..... 7....... 1....... 0....... 8
Refl..... 6....... 3....... 0....... 9
Will..... 4....... 1....... 1....... 6


Skill Name Total Rank Ability Mis
* Acrobatics 15 6 3 6
Appraise 6 1 2 3
Bluff 6 1 2 3
Craft (Alchemy) 7/9 2 2 3+2
* Climb 7 1 1 5
Craft-carpentry 7 1 2 4
Craft (Ships) 6 1 2 3
Craft (Poison) 6 1 2 3
Diplomacy 8 3 2 3
Disable Device 10/12 2 3 5+2
Disguise 3 0 3 0
* Escape Artist 3 0 3 0
Fly x
Handle Animal x
Heal 7/10 2 1 4/7
Intimidate 7 2 2 3
Know. Arcana 8 1 2 5
Know. Dungeon 8 1 2 5
Know. Engineer 15 8 2 5
Know. Geo. 12 2 2 5+3
Know. History 8 1 2 5
Know. Local 10 3 2 5
Know. Nature 8 1 2 5
Know. Nobility 8 1 2 5
Know. Planes 4 0 2 2
Know. Religion 8 1 2 5
Linguistics 8 3 2 3
Perception 14 8 1 5
Perform 3 0 3 0
Prof.: Sailor 8 3 1 3+1
Prof.: x
* Ride 3 0 3 0
Sense Motive 5 1 1 3
* Sleight of H. 7 1 3 3
Spellcraft 6 1 2 3
* Stealth 11 5 3 3
Survival 5 1 1 3
* Swim 18 4 1 5+8 NOTE: Via Mythic you now have 30 Foot Swim Speed
Use Magic Dev. 6 1 2 3



On Person

Name Weight Cost

+1 Chain Shirt 20 lbs 1,250 GP
Pistol 4 lbs x
30 shot .5 lbs 30 GP
Ornate Cold Iron Dagger 1 lbs 5 GP
Amulet of Natural Armor X 2,000 GP
+1 Agile Rapier
+1 Revolver with Flaming 12,300
Hip Flask X 2 GP
Dryload Powder Horn

Total Weight on Person 27.5 81 GP

In Backpack


In Satchel

Gunsmithing Kit 2 lbs 15 GP
Healer’s Kit 1 lbs 25 GP
Add a +2 to “Heal Checks” – 10/__ Uses
* half price with “Ship’s Surgeon”
Shaving Kit .5 lbs 15 SP
Tools: Surgeon 5 lbs 20 GP
Add +1 to Heal Check if you have a Healer Kit
Pipe x 5 SP
Tobacco 1 lbs 5 SP
Journal 1 lbs 10 GP
Sawback Dagger 1 lbs. 7 GP
Handaxe 2 lbs. 15 GP
"Scrimshaw" --- 50 GP
Scrivener's Kit 2 lbs. 1 GP
- (Special – can use sawback dagger to perform basic carpentry, like a survival knife)
Two days worth of hardtack and salt pork

Copy of Captain Pegsworthy's Charts and Maps
Note: Gained a +2 in Geography for studying Captain Pegsworthy’s maps and charts for 1 hour.

Charts from Priest –
Note: If you wish to copy the charts, you will get a Knowledge: Geography and Profession: Sailor bonus of +4 in the area close to Port Peril and +1 for the rest of the Shackles.

In Seaman's Chest:
1. Masterwork Artisan Carpentry Tools: 55 GP
2. Masterwork Artisan Ship Builder’s Tools: 55 GP
3. Alchemist Lab: +2 to Craft: Alchemy if the lab is used.
4. Healers Kit refill: 50 GP
5. Bedroll: 1 SP
6. Compass: 10 GP
7. 50 feet of Hemp Rope: 1 GP
8. Medium Treasure Chest: 6 GP – 4 Cubic Feet
9. Simple Lock: 20 GP (open with Disable Device – DC 20)
10. Cooking Kit 1 GP
11. Smelling Salts – 25 GP
12. Tobacco – 2 lbs. – 1 GP
13. Hot Weather Outfit – 8 GP
14. Cold Weather Outfit – 8 GP
15. Masterwork Lock Picks - 100 GP
16. Bodybalm 4/4 doses - 100 GP

Crafted for wall: Carved Idol on Frame with Niche for offerings
Mundane Crafting supplies: 778

Cartridges: 4/ _4_

Crafted: Flash Powder: 2 pellets.

Crafted: Mini Firework: 10 Total

Crafted: Sail Assault Tool: 2 total.

Purchased: Far Reaching Sight

Mundane Crafting Supplies: 500 GP
Magical Crafting Supplies: 500 GP

Remaining Gold 233 GP 5 SP

Ammunition in Revolver: 6/__6
Ammunition in Belt: 18/__18



Indomitable Faith – Faith

You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.

Benefit: You gain a +1 trait bonus on Will saves.

Log Roller (forest) – Regional

The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.

Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Ship's Surgeon – Campaign

On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship's doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that's for sure, but you haven't had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there's old salts who swear the peg legs you for made them are better than the real legs they used to have.

You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn't notice the thugs hiding nearby, and they caught you unawares. You've been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer's kit, and you begin the campaign with it, regardless of your starting circumstances.

Benefit You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.



You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Sea Legs
You have a sailor’s instincts for moving about while aboard seagoing vessels.
Benefit: You gain a +2 bonus on Acrobatics, Climb, and Swim checks.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chainmade for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Two-Weapon Fighting: Penalty to use two weapons is reduced to -4/-4. If weapon in off-hand is light, it is reduced to -2/-2.

Point Blank Shot: +1 to hit and damage with ranged weapon if target is within 30 feet.

Quick Draw: You may draw a weapon as a "Free Action" and sheathe the weapon as a "Swift Action".

Precise Shot (Combat)
Benefit: Do not suffer the -4 penalty when shooting into melee combat.

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Mythic Feat:

Prerequisite(s): Deadly Aim.

Benefit: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.

Mythic Hero Bonuses:

Type: Champion

Hard to Kill (Ex)

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Mythic Power Types – 5 Times per Day

Fleet Charge (Ex)

As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Swimming Master (Ex)

You gain a swim speed equal to your base land speed and a +8 racial bonus on Swim checks. If you already have a swim speed, your base swim speed increases by 30 feet. You can hold your breath for a number of minutes equal to 10 × your Constitution score, but afterward you must succeed at checks as normal to avoid drowning. If you expend one use of mythic power, for 1 hour your base swim speed increases by 10 feet per mythic tier.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Feat:

Prerequisite(s): Deadly Aim.

Benefit: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.

Unique Special Ability:

Per GM Boon

Horatio gains the ability to deflect ranged weapons. Once per round when you would normally be hit by a ranged attack, you may attempt a reflex save with a DC = to the attack roll to deflect it for no damage.

This may be used against any ranged attack that has an attack roll including ray spells and bullets. In addition, with a roll that beats the dc by 10 or more, you can instead reflect the attack back at the attacker. You must be aware of the attack and not flat footed. You also gain a 20% chance to negate all energy damage when exposed to said damage. This is to account for your prismatic scales rotating energy resistance.


Background for Character

Where was your character born?

Who raised him?
His mother – Jenna – raised him until he was 13. Jenna was of colonial blood, and an important, though minor, noble as well as a priestess of Milani. However, despite the fact that she was a colonial priestess she still fought ardently for freedom for the slaves, that were kept and sold from Sargava until she was eventually killed for her beliefs. It was during this period of growing up and observing his mother’s work that Horatio dedicated himself to overthrowing slavers and trying to do good works for people (this is where he acquired his “Indomitable Faith” and Diplomacy).

After his mother died his uncle Donavan took the boy under his hand and had him help work in the lumber yards of the surrounding lands (this is where he gained the trait Log Roller). While not a member of the clergy, Horatio made up his mind to help people and decided to train at an academy to learn to be a doctor. He wanted to have more freedom and explore the lands beyond Sargava, and decided to be a Ship’s Surgeon with his skills.

During his time between semesters he worked with his uncle doing odd jobs as a carpenter when he wasn’t working in the lumber yards (Craft: Carpenter) work to for his education and worked summers as a fisherman to aid in coin (Perception, Profession: Sailor, Swim).

Eventually he graduated his schooling (Healing, Linguistics), went into town and enjoy a few drinks…

What was happening in the region when your character was growing up?
The Chelish pirates attempted to attack the shipping lanes, and the pirates occasionally made demands on the town.

Does your character have any relatives?
He was raised by his uncle Donavan. He never knew his father.

What are your character’s immediate goals? What would he like to do in the coming year?
Sign on a formal ship and function as its acting surgeon.

What are his long-term goals?
Take healing to those that need it.

What type of person would be his ideal mate?
Someone who is educated, focused, hard working, gentle, kind, aristocratic, sophisticated, courteous and courageous.

Who is his patron deity? Is he a devout worshiper?
He honors all the gods, but leans strongly toward Milani in honor of his mother, who died for the cause of serving her goddess.

Is he a devout member of any nonreligious cause?
He has ideals – but not specifically a “devout” member of any cause yet; though he is already 22, he has had a fairly sheltered life in both temple and later on lumber camps, ships and then school.

Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced?
He hates anyone who would wrongfully oppress another. This is a vague concept for him. He recognizes the absolute despotism that a captain must maintain on their ship, or face mutiny – but he also understands that a captain protects both his ship and his crew – to compromise either unnecessarily causes them all to perish.

He loathes slavers privately – but is not formally vocal on his values – yet.

What is his greatest fear?
To let down the ideals of his mother.

What is the one task he absolutely refuses to do?
He is not sure – he has not considered the full implications of such things, being more interested in the esoteric concepts of right and wrong.


What is your character’s motto or favorite saying?
He has no favorite motto or saying – letting the mood or situation dictate the phrase – not a pre-made motto.

What is his favorite color?
Red – preferably scarlet.

Describe what he would wear if money were no object?
Silk shirts, fine linens are his preference. He enjoys comfortable clothes that are also fashionable but not gaudy or showy.

What is his favorite food? Drink?
Fresh bread and butter, ripe cheese, roast capon, pickled cabbage, smoked sausages, sherry, rum and port.

What is his favorite animal?
The falcon – free, proud and noble.

What habits of his friends annoy him most?
He hates negative attitudes, cynicism, and people who are unnecessarily cruel.
Traits: rank each trait from 1 to 10 (ten being highest)

Courtesy 9
Valor 9
Self-sacrifice 7
Generosity 8
Sobriety 4
Calm temper 6
Optimism 7
Curiosity 4
Forgiveness 3
Cheerfulness 6
Patience 7
Honesty 4
Helpfulness 8
Loyalty 10


What well-known media figure from sports, movies or politics most closely resembles your character?
He is a combination of both Firefly’s “Doctor Simon Tam” – and Rafeal Sabatini’s chief character Peter Blood from his novel “Captain Blood”.

What would be his theme song?
AC/DC – “Highway to Hell”

If his friends were to write his epitaph, what would it be?
Here lies Horatio Flynn – a noble man, and a good friend.

What would be his job in modern society?
Naval Medic

Further Details:

Gunslinger - Buccaneer (Human)

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

A buccaneer swaps four of the normal gunslinger deeds for the following deeds.

Seadog's Gait (Ex): At 1st level, the buccaneer gains Sea Legs as a bonus feat. If she spends 1 grit point, she can ignore difficult terrain until the end of her turn. This replaces the quick clear deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Grit (Ex)
Like the sea itself, a buccaneer is a force of nature. Instead of using her Wisdom modifier to determine the number of grit points she gains at the start of each day, she uses her Charisma modifier.
This ability works in all other ways like the gunslinger's grit class feature.

Bard – Archeologist

Bardic Performance
Archaeologists do not gain the bardic performance ability or any of its performance types.

Archaeologist’s Luck (Ex)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +2 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier +2 each level after 1.

Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Gains 4+Charisma Modifier in rounds per day. Gains an additional +2 rounds per level, as “Bardic Performance” standard.

Current Total per day: 4+2+4 = 14.

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
This ability replaces well-versed.

Trap Sense (Ex)
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rouge Skill
Combat Trick: Take one Combat Feat - "Quick Draw".

Lore Master (Ex)

At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Bardic Spells

Cantrips – 4
Detect Magic
Mage Hand

Level 1 Spells –
5 Per Day

Spells Known
Abundant Ammunition
Cause Fear
Cure Light Wounds (1d8+5)
Feather Fall
Feather Step

Level 2 Spells -
3 Per Day

Spells Known
Cat's Grace
Cure Moderate Wounds (2d8+5}
Gallant Inspiration

Urban Barbarian

Crowd Control (Ex)
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

This ability replaces fast movement.

Controlled Rage (Ex)

When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.

This ability alters rage.

Rage: 5/5 Rounds a day.

Gained 1 Hero Point: Hero Point

Current Hero Points: 3 / 3
Special Bonus: May choose to re-roll 1 1d20 1 time.

May now use this special ability 2: 3 times for good social RP.

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