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Jam412's page

Pathfinder Society Member. 1,143 posts (1,616 including aliases). No reviews. 1 list. 1 wishlist. 1 Pathfinder Society character. 7 aliases.

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Werthead wrote:
The aforementioned io9 article I contributed to. We talk pretty heavily about events from Books 4 and 5, so SPOILERS and definitely don't read if you're not up to date on the books.

That was a really cool article. Thanks for sharing (and contributing)!


Mutated Animal Turtle Smasher 10

Hey DW, Gylwinth is short 5 hp. Everyone starts with max + con + 5.


Mutated Animal Turtle Smasher 10

Ha ha, you've got it beerduck. Let me know if you don't get the email.


4d6 ⇒ (6, 2, 3, 1) = 12
4d6 ⇒ (2, 4, 6, 2) = 14
4d6 ⇒ (6, 1, 4, 3) = 14
4d6 ⇒ (5, 6, 4, 6) = 21
4d6 ⇒ (2, 1, 2, 2) = 7
4d6 ⇒ (6, 4, 6, 3) = 19
4d6 ⇒ (6, 3, 1, 1) = 11
4d6 ⇒ (4, 5, 3, 5) = 17
4d6 ⇒ (4, 4, 6, 4) = 18


Mutated Animal Turtle Smasher 10

DW, I assumed yours was gmail. Was that correct?


Mutated Animal Turtle Smasher 10

I'm pretty sure you can just give any email.


Is that $9 for one die or a set?


Mutated Animal Turtle Smasher 10
Sister Mara wrote:
In games I've run I always had the access restricted so that only the DM could shift people around for just that concern, but that's more work for the DM to keep up with. I wondered how it would work for the access to be open to everyone, but then anyone with access (including non-players) could shift things around. Maybe just limit access to the players (you'll need our e-mail addresses to grant access to the google docs) and give it a trial run?

Figured I would push this over to the discussion.

Good idea SM. If everyone wants to give me their Google names, I can add you in. If it gets to chaotic, I'll just restrict the access and move things around on my own.


Mutated Animal Turtle Smasher 10

No Biggie, I'll do some research when I have time. For now, Google docs will work.


Beat Ornstein and Smough last night! Huzzah!

Being able to warp between bonfires is the best thing ever.


New Dark Souls 2 trailer, fresh off the E3 presses: Linky


Also, was this the character that you abandoned in Anor Londo or your new play through? If it was your new one, what sort of changes did you make that allowed you to get over the O&S hump?


James Keegan wrote:
I was a Knight, cranked up my strength to 34, dex to 18, vitality to somewhere in the 20s, endurance 40, faith 12 (just for Heal). Stuck with the elite knight armor the whole way, upgraded the chest piece to +9, the rest around +7. +15 longsword was my go-to weapon with a +5 black knight shield. For rings, I went with favor and protection after dealing with Lautrec in Anor Londo and the cloranthy ring from the Great Hollow to keep my stamina regenerating quickly. I also made the Greatshield of Artorias, but it's resistances aren't as good as the Black Knight shield, so the latter won out.

Cool. Sounds pretty similar to my character, though I focused on Dex instead of Str. I'm using the Sliver Knight straight sword at +5 and the Silver knight's shield +3, also using the elite knight set.

The ring of favor and protection has been great. I was so happy when I killed that murderous jerk. We actually double ko'ed each other! It was a super intense moment waiting to see if the game would give me credit for the kill, but it did.


Mutated Animal Turtle Smasher 10

Does anyone have any experience with Roll20? If so, is there any way to put a map up and leave it for any of us to log on and change things?


Out of curiosity, which build did you end up finishing the game with?

James Keegan wrote:
I actually just started over with another knight after getting stuck on Ornstein and Smough in Anor Londo. Also decided not to go for the drake sword in the early going on this playthrough- the early sections are a lot more challenging without it.


Oh boy. They sure are. just got my butt kicked by them a couple times.


James Keegan wrote:

I beat it finally, then tore through Artorias of the Abyss. This weekend I'm hoping to beat the game- or get really close. Then I just have to beat Demon's Souls and I'll have a clear slate for Dark Souls 2 in March.

Anor Londo advice: ** spoiler omitted **

I used your advice and beat that part! Thanks!


Mutated Animal Turtle Smasher 10

Okie dokie. Sometimes I update from my tablet, so I may have a hard time managing a map, but we'll figure something out.

Thanks for the offer SM, I may take you up on that.


Mutated Animal Turtle Smasher 10

Hey gang, before we move forward, I was wondering if everyone was okay with adapting James's house rules from our previous game:

Spoiler:
James Keegan wrote:

Before we get started, I thought I would run a few ideas by you for house rules.

- First would be exploration related: one thing I thought was interesting in the much-maligned fourth edition was the idea of a Passive Perception check. Essentially, while you're in a dangerous place like a dungeon, dangerous wilderness area or a city location known for being dangerous, I would use your Perception score + 10 as your passive perception to see if there is anything out of the ordinary. Actively searching an area or peering into shadows for hidden foes will be under your control, making new rolls yourself but noticing secret doors you didn't think to check for or various other things may be automatic and wouldn't require me to constantly roll for you behind the scenes.

- Second would be gridless combat: I'll be honest, trying to keep up a grid with coordinates for each fight is the thing I like least about running a pbp. It feels like homework, be it for me or whomever is keeping up the map themselves. In a face to face game, it's fine because you just shuffle miniatures around and such, but if I can't be at my computer each round to update (and I often post from my phone) then it slows things down. I intend to use the rules as written for combat, but maybe we can be a little looser about it? If you say "I move forward to flank attacker A with Kua" or something like that, I'll make a ruling if it's a standard or move action and if you have enough room in the space to avoid an attack of opportunity. In this way, taking a double move to close for melee will almost always prevent any attacks of opportunity and we can move on to the next action and the next round.

- Area of effect spells will require a Spellcraft check to keep allies in melee out of the spell effect radius. For instance, if Auron is in melee with a troll and Yang wishes to use a burning hands spell, Yang will need to make a spellcraft check to line up the spell just right and avoid Auron. Combat can be messy, especially with spells flying...

Is everyone cool with that? I feel like that will let us move things along a little more quickly.


James Keegan wrote:
The Crystal Caves can die in a fire. That's all I have to say about that.

I look forward to the day that I can loathe the place. I'm still getting shot off of the exterior of Anor Londo by those stupid crossbowman.


Mutated Animal Turtle Smasher 10
James Keegan wrote:

No problem, enjoy the rest of your trip!

Still kicking over trying again with a pbp. I'm thinking maybe Midgard in the Wasted West and Western Ocean, maybe when I get an idea of how my free time is looking this summer and after I can look through my copy of Ultimate Campaign for new ideas.

Thanks, we had a blast! The Wasted West thing looks cool. I'll pick up the PDF when I've got a couple spare bucks. Would you recommend the Midgard Campaign setting PDF too?


Mutated Animal Turtle Smasher 10

Hey everyone, sorry for the delay, the wifi here doesn't work and my phone service is really spotty also it keeps thinking i'm in Canada.. I'll update tommorrw when I get home.


Artorias of the abyss is half price on xbox live this week.


Mutated Animal Turtle Smasher 10

Hey gang, I'll be out of town again from Sunday to Wednesday. The place that I'm staying claims to have wifi though, so it may not be an issue.


Mutated Animal Turtle Smasher 10

Good luck with the book expo James. I know you're going nuts this week.


Orthos wrote:
Laric wrote:

Cool, an adventure by Greg Vaughan AND James Jacobs! I'm very excited to see what two of my favorite adventure writers will come up with working together! (i know you guys often work together as writer and editor, but this will be different)

Also happy to see Greg was able to keep his AP streak going despite how busy things probably are for him doing medical school. Hats off to you Greg!

+1 x2 combo =)

James + Greg = Paizo power couple!


4 people marked this as a favorite.

Who's driving dragon?!?! Balor's driving dragon!! How can this be?!?


Thursdays just haven't been the same.


Mutated Animal Turtle Smasher 10

I think that I missed the detail of Ben and Rolly being in the same caravan together. Ben, feel free to check any of the spoilers that I've posted for Rolly thus far.


Mutated Animal Turtle Smasher 10

I'm going out of town too. Headed to the woods for the weekend. Hopefully I don't run into any Grauls. Wish me luck!


Got it! Thank you!


Hey Kirth and TOZ, can you send me a copy too?

Spoiler:
jamieg at cs.cmu.edu


Mikaze wrote:
I'm imagining it as Damiel having wandered into the middle of a fey turf war. :)

I'm imagining the mites dressed in little red leather vests and the dryad dressed like a baseball player mime.


Carbon D. Metric wrote:

Maybe this will work?

Didn't give him any equipment or really tinker with him too much, but he has proficiency with guns as needed, is fast as hell, and I added Azlantian to equate to Furian = Superhuman. Whatever, and added Darkvision through "Surgery" like he got it. I figure Martial Artist Monk works well to make him supernaturally fast, perceptive, and generally unkillable. Thoughts? It's only level 5

This is awesome. I want to play this guy.


Wish it were for Xbox. I don't have a computer that will run something like that and I don't even know what a Wii U is. lol.


Anyone have any idea when this will be ported to android tablets?


Mutated Animal Turtle Smasher 10

Okay, commencement prep over, life somewhat back to normal (until July and august when my ACTUAL busy season starts). Apologies again for the delays, hope everyone is still on board.


Kevin Mack wrote:
This picture based on something? I could swear ive seen something like it before?

Final battle of Starwars Episode 3?


Mutated Animal Turtle Smasher 10
James Keegan wrote:

Just a note that as we get further and further into May I'll get busier and busier at my day job, so please forgive any absences on my part.

I'm also a little bit tempted to have history repeat itself and maybe make another attempt at a pbp game in the summer. Is anyone into the Midgard setting, Ustalav or Call of Cthulhu?

I love Ustalav and CoC. I've never read any Midgard books but I listened to an interview with Wolfgang Bauer (I think) where he described a bunch of the setting. I thought it sounded really cool and I would grab whatever books I needed for it with no problem. So yeah, I'm in to any and all of that.


Mutated Animal Turtle Smasher 10

Hey gang, sorry for the absence. I work at a university and this is my first year that I have the responsibility of prepping for commencement. Most of that is over with though, so I should be able to get back on track soon.


Also, Tsuto survived in my game and was thrown in jail by the PCs and Sheriff Hemlock. After being interrogated, he was picked up by Justice Ironbriar to be taken back to Magnimar and stand trial. It was a nice way to foreshadow the Justice and set up a reunion later on with Tsuto. Here is how I stated him up for their second encounter:

:
Tsuto Kaijitsu
Half-Elf Monk 4 Rogue 3
LE Medium Humanoid (elf, human)
Init +8; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 14 (+4 Dex, +1 dodge)
hp 49 (7d8+7)
Fort +6, Ref +11 (+1 bonus vs. traps), Will +8; +2 vs. enchantments, +2 vs. enchantment spells and effects
Defensive Abilities evasion, trap sense; Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 40 ft.
Melee Unarmed strike +7 (1d8+2/x2)
Ranged +1 Shortbow +11 (1d6+1/x3)
Special Attacks flurry of blows +2/+2, ki strike, magic, sneak attack +2d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Rapid Shot, Scorpion Style (DC 16), Skill Focus (Acrobatics), Stunning Fist (4/day) (DC 16), Weapon Focus (Shortbow)
Skills Acrobatics +15 (+19 jump), Bluff +4, Climb +10, Diplomacy +3, Disable Device +9, Escape Artist +11, Intimidate +4, Knowledge (history) +4, Knowledge (local) +5, Knowledge (religion) +4, Perception +11 (+12 to locate traps), Sense Motive +9, Sleight of Hand +10, Stealth +10, Swim +6, Use Magic Device +5
Languages Common, Elven
SQ ac bonus +4, elf blood, fast movement (+10'), ki defense, ki pool, maneuver training, rogue talents (weapon training), slow fall 20', stunning fist (stun, fatigue), trapfinding +1, unarmed strike (1d8)
Combat Gear Ring of the ram; Other Gear +1 Shortbow, 150 GP
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of the ram A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.

Construction
Requirements: Forge Ring, bull’s strength, telekinesis; Cost 4,300 gp
Scorpion Style (DC 16) Standard action: Unarmed strike also reduces target's land speed to 5 ft.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (4/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


1 person marked this as a favorite.

Not sure if it's useful for anyone, but here is a different version of Ironbriar that I used:

:
Justice Ironbriar
Elf Inquisitor 8
NE Medium Humanoid (elf)
Init +13; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+4 armor, +2 shield, +6 Dex)
hp 58 (8d8+8); judgement of profane healing 3
Fort +6, Ref +9, Will +8; +2 vs. enchantments
Defensive Abilities judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Immune sleep; Resist elven immunities, judgement of profane purity +2, judgement of profane resistance 6 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Rapier +14/+9 (1d6+2/18-20/x2)
Special Attacks bane (+2 / 2d6) (8 rounds/day), bleeding touch 4 rounds (5/day), judgement of profane destruction +3, judgement of profane justice +2, judgement of profane piercing +3, judgement of profane smiting (magic), killing blow (4 bleed damage) (1/day)
Spell-Like Abilities Bleeding Touch 4 rounds (5/day), Detect Alignment (At will), Discern Lies (8 rounds/day)
Inquisitor Spells Known (CL 8):
3 (2/day) Keen Edge, Fester (DC 15), Retribution (DC 15)
2 (5/day) Resist Energy, Hold Person (DC 14), Invisibility, See Invisibility
1 (5/day) Doom (DC 13), Shield of Faith, True Strike, Detect Good, Protection from Law
0 (at will) Resistance, Daze (DC 12), Detect Poison, Read Magic, Detect Magic, Bleed (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 24, Con 11, Int 12, Wis 15, Cha 8
Base Atk +6; CMB +7; CMD 23
Feats Combat Reflexes (8 AoO/round), Coordinated Defense, Improved Initiative, Precise Strike, Toughness +8, Weapon Finesse
Skills Acrobatics +15, Bluff +4, Climb +6, Diplomacy +6, Disable Device +11, Heal +7, Intimidate +10, Knowledge (arcana) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (history) +3 (+5 to identify the abilities and weaknesses of creatures), Knowledge (local) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (planes) +8 (+10 to identify the abilities and weaknesses of creatures), Knowledge (religion) +8 (+10 to identify the abilities and weaknesses of creatures), Perception +11, Sense Motive +12, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +18, Survival +2 (+6 to track), Use Magic Device +2 Modifiers monster lore
Languages Common, Draconic, Elven
SQ domains (murder), elven magic, judgement (3/day), solo tactics, teamwork feat (change 2/day), track
Combat Gear Potion of cat's grace, Potion of undetectable alignment, Wand of cure moderate wounds; Other Gear Mithral Chain shirt, +1 Buckler, +1 Rapier, 150 GP
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch 4 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Inquisitor Domain (Murder) Associated Domain: Death
Judgement of Profane Destruction +3 (Su) Weapon Damage bonus.
Judgement of Profane Healing 3 (Su) Fast Healing
Judgement of Profane Justice +2 (Su) Attack bonus
Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +2 (Su) AC bonus
Judgement of Profane Purity +2 (Su) Save bonus
Judgement of Profane Resiliency 2: Magic (Su) DR/magic
Judgement of Profane Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Killing Blow (4 bleed damage) (1/day) (Su) Critical hits deal additional bleed damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +4 Add the listed bonus to survival checks made to track.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Wow, late July. Bummer.


If you are looking strictly for pawns, I know there are a bunch of goblins in the Bestiary set and the Rise of the Runelords set.


Yep, pawns would be great. More pawns please!!!


Dark Souls 2 gameplay reveal! Linky


Mutated Animal Turtle Smasher 10
Ben Shrike wrote:
And if you guys are into sci-fi at all, take a look at Ashen Stars. It's a space opera/police procedural game from the guys that made Trail of Cthulhu. I picked it up recently and it seems really cool.

Woah, that looks really cool. Just from the description, I pick up a Jim Starlin/ Mos Eisley/ Mass Effect sorta vibe from it. Those are things that I love, so that's a bit of a plus, ha ha. What is the Gumshoe system like? Is it d10 based like CoC?


How, very nice! Kuddos to your player.


Stonk wrote:

I saw the following article and thought: real life Jervis Stoot? (pre-Pazuzu... for now!)

http://www.mymodernmet.com/profiles/blogs/keith-jennings-spirit-trees/

I figure this is a safe enough thread to hijack, and it is slightly topical.

Whoa creepy.


Congrats Justin!!

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