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TomasMurdoc wrote:
I am playing a druid currently and I have a Roc for my animal companion. I am level 6 and don't find myself feeling like a lesser character in anyway. My animal companion is the tankiest one in the group often having an AC of 28 and that is only with Barkskin and no other defensive buffs. My druid uses produce flame and flameblade to devastating effect. Touch AC attacks all day long. When I wildshape I out damage everyone but our barbarian but that is all he can do. While I do like most of a druid's spells, I do concede that compared to a cleric or a wizard their spells tend to be not as good.

Are you sure you aren't actually a necromancer instead of a druid? Seeing as how the majority of this thread is from 2009 (with 2 posts in 2013) that is some mighty powerful necromantic magics being thrown around.


I'm confused though about the fact that some Staves have Arcane and Divine spells.

According to Spell trigger if you don't have the spell on your spell list you couldn't use it.

As has been pointed out, Use Magic Device exists. Also not all casters are single-classed.

1 person marked this as a favorite. includes the errata. It is not the same as the official SRD.

As far as I know, the errata wasn't declared Open Content, so Paizo couldn't use it even if they wanted to.

Yogmoth wrote:
Hi, i was wondering if undead creature such as skeletons, zombies or even necrocrafts could be considered as objects, even magical ones ?

No. Undead are creatures, not objects. (The same applies to golems and other constructs as well.)

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Weapons and armor can be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

You can use as many materials as you like, but you only get the effects of one of them.

This is covered in the FAQ.


Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.

Imbicatus wrote:
No. DR/Epic is only bypassed by an actual +6 enhancement bonus, and doesn't exist in PF rules, only 3.5.

Incorrect. Also, DR/Epic does appear in Pathfinder (even pre-Mythic Adventures). It is included in the very first Bestiary (solar angel).

DR/Epic: A type of damage reduction, DR/epic can be overcome only by a weapon with an enhancement bonus of +6 or greater. Weapons with special abilities also count as epic for the purposes of overcoming damage reduction if the total bonus value of all of their abilities (including the enhancement bonus) is +6 or greater.
Am I correct in thinking that enchantments other than the +x such as flaming only help bypass DR in the case of DR/EPIC, so a +1 weapon with +5 worth of stuff beats DR/EPIC but not DR/Adamantine?


QuidEst wrote:
Notably, psychic casters don't need one, as they ignore inexpensive material components.

They do, however, still require focus components. Those are also included in the spell component pouch.

Sorcerers also need one for the same reason. Of course, you could always make sure to choose spells that don't have a focus requirement. (Eschew Materials does not remove the need for inexpensive focuses, just inexpensive material components).

TDChangeling wrote:

When a class gets one of these skills as a Class Skill, do they get all three boxes, or one?

So, Bard's with preform. Are all three Performs a class skill, or just one?
Thanks everyone!

What do you mean when you say boxes?

If the class just says Perform, it means all Perform skills are class skills. Same with Craft, Profession, and Knowledge. If it lists a specific skill, like Perform (Sing), then only that specific skill is considered a class skill while all other skills of that type are not considered class skills.

Rock Lord wrote:

Raise thread!

Advanced Player's Guide wrote:
Unless otherwise noted, activating the power of a revelation is a standard action.
Lunar Oracle: Moonbeam Revelation wrote:
Moonbeam (Su): You can fire a ray of moonlight as a ranged touch attack at any creature within 30 feet.
Would the "as a ranged touch attack" be the "otherwise note" for action economy in this case?

No, because "ranged touch attack" means absolutely nothing when it comes to action economy. It just tells you that it is a ranged attack (so uses your Dexterity modifier) that targets touch AC.

One single arrow.

Applying poison to a weapon or single piece of ammunition is a standard action. Whenever a character applies or readies a poison for use there is a 5% chance that he exposes himself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever a character attacks with a poisoned weapon, if the attack roll results in a natural 1, he exposes himself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. Characters with the poison use class feature do not risk accidentally poisoning themselves.

There is nothing in the rules that says multiple arrows can be poisoned with a single dose, so they follow the same rules as all other weapons - one dose is enough for one weapon/arrow.

Check: A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, ability checks, skill checks, and saving throws.

If you roll a d20 and add your Charisma modifier, it is a Charisma-based check.

Delenot wrote:
pauljathome wrote:
I'd suggest using archivesofnethys instead. Very good search engine and better organized tgan the SRD or PRD sited
Is all the info on that site Pathfinder produced? (Not necessarily organized play legal)

It does appear to be all from Paizo, yes. Not all of it was actually written for the Pathfinder RPG, however. Some of it is material for 3.5 D&D (like Elves of Golarian - written for the setting, but back when it still used 3.5 D&D rules).

AlaskaRPGer wrote: to sum it up, you can do the following:

1) Take a move action, swift action, and a standard action
2) Take two move actions and a swift action (The standard was downgraded to move)
3) Take a swift action, a full action, and a 5 foot step.

Barring any spells or items, nothing can be downgraded to a swift action.

By the way your English is fine! No worries.

You can also do a 5 foot step in numbers 1 and 2 as well. You can't use a move action to move in the same round you take a 5 foot step, but you can still use a move action to do something else in that same round.

Just a Mort wrote:
Another thread stated you don't lose shield properties(like fortification) when you're using your bow. So I'm trying to see if you lose the enhancement bonus or not.

A +1 buckler does not give a +1 shield bonus and a +1 enhancement bonus to your armor class. It gives a +2 shield bonus. The enhancement bonus is not applied to your AC, it is applied to the shield bonus (or armor bonus, if armor), and that is applied to your armor class. IF you lose the shield bonus, there is nothing for the enhancement bonus to be applied to.

Qaianna wrote:
I'd have to agree with Orfamay. If an item actually casts a spell, then the item's caster level governs any level-based issues. A CL9 wand of magic missile would chuck five missiles, for example, and a CL13 wand of fireball is ... well, dumb, because it peaks out at 10.

Not totally dumb. The extra caster levels would help overcome spell resistance. They also make it harder to temporarily negate the wand with a dispel magic spell.

Weston Brock wrote:
Lot o' rules to remember... So, any insight into the bulk of the original post? Can you answer those questions?

Not 100% sure. As Stalwart doesn't stack with the damage reduction from the adamantine armor, at the very least you wouldn't get both of them at once.

In either case you get the damage reduction from the Armor Master archetype. Then you would add in the damage reduction from adamantine heavy armor (DR 3/-) or the damage reduction granted by Stalwart (up to DR 5/-). So you would have DR 15/- normally, but boosted to DR 17/- if you use Stalwart (assuming you get the full bonus).

At least that is how I believe it works.

Weston Brock wrote:
One last question: Damage Reduction types. When you see something like, say, DR 1/Silver, that means that only Silver weapons can bypass that Damage Reduction, yes?

Mostly correct. It does require a silver weapon, but a mithral weapon or any +3 weapon can also overcome DR/Silver. A +4 weapon can overcome DR/Adamantine, while a +5 weapon overcomes alignment-based damage reduction.

In that case, can nothing bypass DR X/-? I'm confused about that.

Also mostly correct. There are some things, like a paladins smite attack, that automatically bypass damage reduction. And energy damage of any type, such as fire and cold, also automatically bypass damage reduction.

zainale wrote:
it takes an hour to make another dose. most groups are not going to be willing to wait for the alchemist to make another dose.

I never said it was likely that you would be able to do so. Just that it was possible.

zainale wrote:
a brawler(mutagenic mauler) gets a mutagen and an alchemist also gets a mutagen if a person dual classes the two will the character get two mutagens per day?


Mutagen (Su): At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This ability functions as an alchemist's mutagen and uses the brawler's class level as her alchemist level (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.

You only get one mutagen, but you add both classes levels together to determine its effects.

Note that you aren't actually limited to one per day. You are only limited to having one single dose at a time. Nothing seems to stop you from using your mutagen, then making another the same day. You could have multiple mutagen uses per day as long as you take an hour between uses to make another dose.

Cevah wrote:

The line "Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions." ignores the fact that (un)holy water is a potion. It is priced less because the priests choose to sell at cost as a way of encouraging use.


Unholy water is not a potion. It is not brewed with Brew Potion (instead being created by a spell), and it does not duplicate a spell like all other potions do. Unholy water is a splash weapon, while potions must be drunk (or smeared on in the case of oils) to function.

The only similarity between unholy water and potions is both are magical liquids in a container. Besides that, they don't have any thing in common.

messy wrote:

can a sorcerer (or other class with limited spells known) use a higher level spell slot to learn a lower level spell?

for example, bob the 11th level sorcerer has learned the four 3rd level spells he's allowed, but wants to learn fireball, too. can he learn fireball as a 4th level spell?

if so, is the spell treated as 3rd or 4th level for the purposes of saving throws, etc.?

From what I can find, he simply can not learn fireball. The numbers on the sorcerers spells known list are absolute - you can't exchange a higher level spell known for a lower level one.

The sorcerer class and the magic chapter make no mention of a sorcerer being able to chose a lower level spell, and the sorcerer's spell swap ability specifically prohibits it.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

He could use a page of spell knowledge to get access to fireball, however.

Renarin Kholin wrote:

just a quick double check...

I cast summon monster I at first level, how many attacks does my monster get?

The monster will stay around for a single round, so one full rounds worth of attacks. How many that is would depend on what is summoned.

K-kun the Insane wrote:

I'm putting on the finishing touches for a new character I will be playing in about 13 hours from the time I post this but there are still a couple things I could use some clarification on.

My Eidolon (I am playing an Unchained Summoner) has the Serpentine base form which grants it a climb speed of 20ft. Does it automatically get a +8 to its climb skill? Even with no ranks? The skill says you need hands to climb, so can my Eidolon not put ranks into it?

The skill chapter is written from the point of view of your typical character - one of the normal races who has hands. Anything with a climb speed can climb regardless of what the skill says. Anyone can put ranks into any skill (except Fly - that has special restrictions).

The +8 bonus is granted to any creature with a climb speed. You do not need ranks in Climb to get that bonus. (The same applies to the bonuses to Fly and Swim as well.)

This actually goes without saying. Conditions like shaken, dazzled, sickened, etc. never stack with themselves.

Not quite.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

So if the target is already shaken, a casting of spook will make them frightened.

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sisima70 wrote:
The Phrenic Scourge is an answer to your second question.

His question was 5 years ago.

messy wrote:

it is a natury spell, after all.

** spoiler omitted **

Just be happy they have it at all. Way back in 1st edition AD&D, clerics had wind walk as a 7th level spell, and druids didn't have it at all.

Authoritative Flinn wrote:
Okay, so how about they invest downtime in training them? Would it be too overpowered for them to let those dogs get the advanced template or somesuch?

Wouldn't really help much even if you could. Doesn't change the fact a riding dog is a 2 hit die animal that will die to a single fireball. Normal, non-companion mounts and pets are best left behind out of combat. They are simply too fragile to be of any real use.

So if i understand it right UMD will not help overcome the negative levels by the robe of the archmage because the mage in question have to done it before he can make the check and therefore its to late?

The Use Magic Device check happens at the exact same time as he puts on he robe. That is how UMD works - it is part of activating the item (and in this case, the item is activated by putting it on).

If the mage did not attempt a UMD check as he put on the robe, then he can not make one later as the item is already activated, and the check happens when you activate the item. However, he could remove the robe and put it on again, making the check as he does so.


So second one water walking can get drawn under water.

Are there any rules for that?
I read the under water combat section but that doesn't cover it.
Any advice?
I need to know how to handle it.
All i found you have to make a grapple check to get the target.
What i dont know is how much can the target get drawn under in one round and how is that handled?
What strength is necessary to overcome the spell as long as the grapple holds?

The grapple rules cover moving the target (in this case, dragging them under water). With a successful grapple check, you can:

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

They are normal riding dogs, and they stay normal riding dogs. Animals don't level up. Animal companions leveling up is a class feature - it doesn't apply to normal animals.

thaX wrote:
It is just as easy to round down each missile and add them together. With the maximized and empowered, each missile is doing 7 points of damage. (1d4+1 = 5 + half again (2) equals 7)

Again, that is wrong. Maximize does not interact with empower in any way. You get the separate benefits of both feats.

It is not (1d4+1 = 5 + half again (2) equals 7)
It is 1d4+1 = 5, + (0.5)1d4+1 equals 6 or 7. You must roll the dice when using empower. You do not get an additional 50% of the maximum value.

Nope, UMD won't help. The Robe has to be worn to be used. You must don the robe before you have a chance to use it, therefore before you have a chance to try UMD. Additionally, the entry specifically states they cannot be "overcome" in any way other than removing the robe.
Saldiven wrote:
You could never do it afterwards. The robe is use activated, which means it becomes active as soon as it is put on. The negative levels are gained "immediately." I believe it is made even more clear by the second bolded sentence above that a mere skill check shouldn't avoid what can't be removed by a Wish spell.

You don't put the item on then attempt to activate it. It all happens at the same time.

Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.

The Use Magic Device check doesn't let you overcome the negative level penalty. The negative level penalty would never be applied with a successful check.

Pizza Lord wrote:
I see nowhere that says force damage bypasses DR. I see nothings that says [force] counts as an energy attack. I see fire, cold, acid, electricity, and sonic. At best, you might be able to include positive or negative energies as well.

The only place that I am aware of is in the rules for performance combat.

Energy Spells and Effects: Crowds tend to respond to flashy spells and effects. If a combatant casts a spell or produces an effect that deals acid, cold, fire, electricity, force, or sonic damage in a visible way (including weapons with special abilities like flaming burst or shocking burst that deal bursts of energy damage on critical hits), she can make a performance combat check as a swift action.

Hardly definitive, but it does lump force damage in with energy damage.

Technically yes, they would all be separate rolls. This would be important for things like energy resistance, which would apply to each missile (or ray) separately. In this case, however, I don't know of any force resistance like there is for the energy types or any other effect that would apply to each individual missile, so in the end it doesn't really matter.

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Sundakan wrote:

Empowered is applied after all the rolls.

So a Magic Missile would be 1d4+1 x 1.5 (so 7 damage).

So a Maximized Empowered spell would be 4d4+4 (20 damage) x 1.5 (30 damage).

No. Empowered does not interact with maximize at all. You get the separate benefits of each.


Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Kobold Cleaver wrote:

So let's say I rolled...

4d4 + 4 ⇒ (2, 3, 3, 3) + 4 = 15

Total damage would be 7+20=27?


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Each missile would do 0.5(1d4+1) + 5 damage. At 7th level, with 4 missiles aimed at a single target, that would be 0.5(4d4+4) + 20.

Maximize makes a normal missile do 5 damage. Empower adds half the normally rolled damage.

Cayzle wrote:

"Could you use greater bestow curse to change a creature's alignment?"

I say you could use regular old Bestow Curse to do so. Compare to the other curses ... changing alignment is not as powerful as some of the others. Just because someone changes alignment does not mean they will be a friend.

No, but it can strip you of you class abilities. A wizard might not care, but you could make a druid non-neutral or a paladin non-lawful good. Lawful barbarians can't rage, and clerics must be within one step of their deities alignment.

Also seeing as how it requires a 5th level spell with an hour long casting time to even give the creature a possibility of changing its alignment (Atonement), a simple 3rd level spell should not be able to force an alignment change.

GM Red wrote:

Does this mean he can accelerated climb once and then climb again as a double move, for a total of 45 feet?

If so, can he also accelerated climb twice for a total of 60 feet?

Yes, and yes.

Joey Cote wrote:
Ok, in the bestiary they put two things together that the shouldn't have. That dragons have a DR rating, and that their natural weapons are considered magic are not related to each other. Gargoyles, as an example, have a DR but their natural weapons are not considered magic.

Incorrect. A dragons natural attacks counting as magical is because of its DR/Magic. Gargoyle natural attacks are also considered magic for the purpose of overcoming DR.

Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

So a creature with DR/Magic has natural attacks that count as magical for the purposes of damage reduction.

thorin001 wrote:
Why would it? Nothing in the readied action section says that you are prohibited from taking those kinds of actions.

It depends on how you interpret the rules.

Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

Some read the bolded part as meaning "before your next turn", while others take it literally as "before your next action". For those that interpret it literally it would mean that any action whatsoever, including an immediate action, would spoil the ready action as the ready action did not occur before your next action.

Either way you interpret the wording, an attack of opportunity is not an action, and does not prevent your ready action from happening.

Imbicatus wrote:
Why would a Sorcerer need to UMD a Staff of Fire? Fireball is on the Sorcerer spell list, even if it's not a spell known.

This is about summoners, not sorcerers.

All magic items have a listed caster level.


Hat of Disguise

Aura faint illusion; CL 1st

Slot head; Price 1,800 gp; Weight —

DrNegative wrote:
Squiggit wrote:
It's sort of funny because musket masters are the only characters in the game that can full attack with blunderbusses too.
Can you explain how to do that, please?

I believe it works as follows:

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

Rapid Reload (Combat)

Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.

Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).

Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Alchemical Cartridges: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.

It goes from a two-handed firearm to a one handed firearm (Fast Musket), which takes a move action to reload (Rapid Reload). Using alchemical cartridges reduces that by a step to a free action.

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Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

omegatiger121 wrote:
Looking over the Ogre race, I noticed a contradiction. Is there a reason they have paragon ability scores (+4 Str and -2 Cha/Int/Wis) and a +2 advancement on wisdom (effectively, no change to wisdom) instead of standard ability scores (+2 Str and -2 Cha/Int) and a further +2 advancement on strength?

As far as I can see, there is no other way to do it. The standard ability score entry for 0 RP gives a +2 bonus to 2 ability scores and a -2 to one other score, not 2 -2s.

None of the options gives you just two -2 penalties to mental scores. It is either a single -2 penalty to one score, or a -2 penalty to all mental scores.

AkamaruRules wrote:
Wasn't there a cost to 1/3 the price or something like that? How's that add in?

That just determines how much you need to spend on materials to make the non-magical mithral breastplate. It has no effect on crafting time.

Since mithral breastplate costs 4200gp to buy, you need to spend 1400gp on materials if you make the breastplate yourself.

The attack of opportunity is only provoked when you move. Otherwise, just having he monster move away (which moves his threatened squares) would cause you to provoke an attack of opportunity from it.

Krell44 wrote:
Thanks...Im thinking I would prefer a caster with spell slots vs memorized casting per day. Would that be mainly arcane casters?

All casters have spell slots. You seem to want a spontaneous caster (like sorcerers, oracles, summoners, and inquisitors) as opposed to prepared casters (like clerics, druids, and wizards)

They can cast as many has they have prepared. So if they memorize 1 Burning Hands and 1 Cure Light Wounds, they can cast 1 Burning Hands and 1 Cure Light Wounds.

If you had instead chosen to memorize 2 Cure Light Wounds, you could cast 2 Cure Light Wounds that day, but 0 Burning Hands because you didn't memorize it that day.

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