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Karui Kage's page

Goblin Squad Member. FullStarFullStar Pathfinder Society GM. 2,561 posts (2,924 including aliases). No reviews. No lists. No wishlists. 5 Pathfinder Society characters. 2 aliases.


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Scarab Sages

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snickersimba wrote:

The archives of nethys has an entire page of gods, including all of them, the other pantheons and any rules they might have.

the only thing they are missing is the order of the godclaw pantheon.
Also, a page for the feats that affect channeled energy.
Literally, you can simply scroll down the page and see each domain the deity gives, but not the subdomains.

am I the only one who thinks that is the STUPIDEST idea ever?

I actually thought about making a sub-category for channel energy feats in specific, but I've held off so far on making my own defined categories. As the number of them grows and grows however, it is becoming more tempting.

Also, are you referring to the missing subdomains on the Deity pages? That was a conscious decision on my part. You can look at the reasoning in this thread.

Oh, and adding the Order of the Godclaw pantheon is possible. I need to look that up again.

Scarab Sages

1 person marked this as a favorite.

Still catching up from the holidays and getting over the massive hump that was the Monster Codex; here are some more updates!

Main Page - Archives of Nethys

New Additions
[Adventure Path] Pathfinder #87: The Choking Tower
[Campaign Setting] Ships of the Inner Sea
[Player Companion] Advanced Class Origins
[Player Companion] Champions of Corruption
[RPG] Monster Codex

Next Up
[Adventure Path] Pathfinder #88: Valley of the Brain Collectors
[Adventure Path] Pathfinder #89: Palace of Fallen Stars
[Campaign Setting] Lost Treasures
[Module] Plunder & Peril
[Player Companion] Giant Hunter's Handbook
[Player Companion] Ranged Tactics Toolbox

Backlog
[Campaign Setting] Inner Sea NPC Codex - 52% done

Scarab Sages

1 person marked this as a favorite.
Saving Cap'n Crunch wrote:
Just checked Archives of Nethys, and it doesn't appear as if non-major gods have as full portfolios, and centers of worship aren't listed. When I checked Korada, though, I was surprised at the 1st-tier Deific Boon...what boon called Harmonic should let you cast Mad Monkeys?!

Yeah, I added center of worships and such if I got those in a "stat block type" like the massive Deities book did. I could probably pick places of worship and similar stuff out of the larger flavor bits, just something I haven't gotten around to. If anyone else wanted to do that, however, I'd be happy to update the entries based on that work (provided source/pages were cited and all). :)

Scarab Sages

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NobodysHome wrote:
Sara Marie wrote:
katina: what I learned in an episode of Pokemon last night is that sometimes it's best to not evolve right away

The saddest part of that quote is... I know *EXACTLY* which episode she just saw...

That's not sad, that's not sad at all. What's sad is how Charmander's original owner treated him. What an a-hole.

Scarab Sages

While I've always seen this interpreted as the "blanket protection vs. evil mind control", I do agree that it's a powerful 1st level. Marked the FAQ button up top since it does seem like some disagree on the wording, and it'd be good to get clarification.

Scarab Sages

Tangent101 wrote:

How can you justify a level 1 spell giving blanket immunity to spells up to and including level 9? Here is a counterpoint example: the level 4 spell Lesser Globe of Invulnerability only blocks level 3 and lower spells. The level 6 spell Globe of Invulnerability only blocks level 4 and lower spells DESPITE being two levels higher.

Protection From [insert alignment here] gives a blanket immunity against Possession and Charm, no matter what the level. That ain't right. No level 1 spell should be that powerful. Indeed, there is justification for nerfing the spell so that it only protects against Charm Person, a level 1 spell. If you want a higher level protection? Do what I recommend and create level 4 and level 7 variants (and even a level 9 "Ultimate Protection From [insert alignment here]").

Having it apply against certain levels would make more sense, along with creating more powerful versions. No arguments there. I've never disagreed that the spell was powerful for a 1st level, just that it seemed like the blanket immunity was part of it.

As pointed out, even with the restriction that the immunity doesn't happen until after triggered, all it takes is a friendly wizard casting charm to "trigger" it. That seems more silly then just letting it have the blanket to begin with.

Tl;dr: I think the spell provides blanket immunity by RAW, but do agree that it'd be better if it were errata'd to only work against lower level spells, and make higher level versions of PfE instead.

Scarab Sages

Le Petite Mort wrote:
Karui Kage wrote:

Would one of you mind letting me know which Feat/Ability has different text on the PRD then from Nethys? I compared a few of the Teamwork feats mentioned above, but am not finding anything.

And don't forget, if you ever see anything off on my site, you can shoot me an email (nethys@archivesofnethys.com) and I'll get it corrected asap. I may not be able to always keep up on changes or errata they make, but I can at least correct it when it's noticed. :)

On re-reading your version of Paired Opportunists, there is none. I apparently had simply misread the feat. I can't tell you how many times I read it, I have no idea how I consistently glossed over several clauses.

BTW, Nethys is my go to for all things character building. The organization is incredible. As long as I have you here, are there any plans to make the custom spell search have a <= or >= for the spell level field? Sometimes I want to know every spell with a given descriptor of X level and below.

There weren't any, but I can't imagine it'd be difficult to do. Shoot me an email so I can flag it on my list and I'll add it into the next site changes I make. :)

Scarab Sages

For what it's worth, I've always seen this spell used (by myself as GM and with others) as granting a blanket protection. Once the spell is cast, PCs get a new save against ongoing effects. Beyond that, it provides immunity to any new effects so long as it lasts.

Scarab Sages

1 person marked this as a favorite.

Would one of you mind letting me know which Feat/Ability has different text on the PRD then from Nethys? I compared a few of the Teamwork feats mentioned above, but am not finding anything.

And don't forget, if you ever see anything off on my site, you can shoot me an email (nethys@archivesofnethys.com) and I'll get it corrected asap. I may not be able to always keep up on changes or errata they make, but I can at least correct it when it's noticed. :)

Scarab Sages

I'm actually a GM. :) I ended up limiting things as I said in my OP btw, has gone well so far.

Scarab Sages

If you cast the entangle spell on an area that includes both a shore and some water, it's already pretty clear that those on the shore in the AoE need to make a save. What about those swimming in the water? Initially I thought that they'd need a save only if they were close to the "ground" underwater. Would the spell manifest seaweed and other plants to entangle people that weren't close though, even at the surface of the water 20 ft. above the ground?

The radius is fairly large, I'm just wondering if the plants need to come out of something or if they can manifest in relative space (water space, but still kind of empty none-the-less).

Scarab Sages

Is hardness 10 really that much of a challenge at 3rd level? I guess if there's not a decent melee tank, sure... but by now the PCs should be aware that robots have a vulnerability to electricity, and with Torch right there, stocking up on scrolls and wands won't be difficult.

Scarab Sages

-sniff- I'm so happy! Thanks so much DM Bigrin. These came at a perfect time, with my guys exploring Level 2 right now. I only hope your own game goes well enough and you end up making more of these in later Books ^_^

Scarab Sages

Yeah. Rules as written are that crits for creatures like this are often worse than your normal hit. It's weird, but so are a lot of rules in the game. Just house rule as appropriate, maybe say a crit just adds 1 damage to its normal or something, nothing crazy.

Scarab Sages

rainzax wrote:

gremlin does 1 damage

sneaky gremlin does 1d6+1 damage

all damage either lethal or non-lethal, not mixed, because yes, the type of damage SA inflicts is colored by the base damage itself (even flaming), not discreet from it.

That's the thing, I agree with your second part, but not the first. It seems like it's meant to be 1d3+1d6-4 (not just 1d6+1). So if I roll 1 and 3, then that ends up being 1 nonlethal damage in total (total was <=0). If I roll 2 and 4, then that's 2 lethal damage.

Scarab Sages

Right. I'm *guessing* that sneak attack is meant to "enhance" the base damage, which is why you can deal nonlethal sneak attack damage with a sap. As you point out, it gets a bit muddy with stuff like flaming, but I imagine you can separate that by just not mixing "types" of damage.

Scarab Sages

Situation: There is a gremlin attacking a PC. He has a short sword that deals 1d3-4 damage, due to STR. Normally, this would always result in 1 point of nonlethal damage (let's ignore crits for now).

This gremlin also has +1d6 sneak attack, and gets one in.

A. The gremlin deals 1 point of nonlethal damage and then 1d6 lethal damage (from sneak attack)
OR
B. The gremlin deals 1d3+1d6-4 points of damage (which may be nonlethal or lethal depending on the final result).

Originally thought A, now I am leaning towards B. Thoughts?

Scarab Sages

DM Bigrin wrote:

Here are some from the first part of The Lady's Light. I'll try and add more as I get to them, about 1-2 a month.

Boggard Village

Cavern of Many Mouths

Solifugid Nest

Troglodyte Caves

Temple of Gogunta

Entrance Chamber

Dungeon Level 1

Dungeon Level 2

Again, these are awesome, but I did notice a small error on Dungeon Level 2: The dock that the PCs arrive at (L1) is missing. Technically the falls are as well, but that's less of a concern.

Scarab Sages

Thank you so much! I've been running a PBP game of Shattered Star, and the PCs just got to the second level of Lady's Light. Would love it if you happened to do more of these!

Scarab Sages

4 people marked this as a favorite.

It has been far too long since I made an update post. Apologies to all the users of the Archives, I was attacked by the Holidays and only recently have been able to make some much-needed updates. Enjoy!

Main Page - Archives of Nethys

New Additions
[Adventure Path] Pathfinder #84: Pyramid of the Sky Pharaoh
[Adventure Path] Pathfinder #85: Fires of Creation
[Adventure Path] Pathfinder #86: Lords of Rust
[Campaign Setting] Technology Guide
[Campaign Setting] Undead Unleashed
[Module] Risen from the Sands (nothing to add)
[Player Companion] People of the Stars
[RPG] Advanced Class Guide
[Site] Technology section created, along with multiple related subsections

Next Up
[Adventure Path] Pathfinder #87: The Choking Tower
[Campaign Setting] Ships of the Inner Sea
[Player Companion] Advanced Class Origins
[Player Companion] Champions of Corruption
[RPG] Monster Codex

Backlog
[Campaign Setting] Inner Sea NPC Codex - 52% done

Scarab Sages

1 person marked this as a favorite.

Hey all! Question for those who have begun running this: I saw the recommendation for limiting Androffan to only characters who had the campaign trait for it until 3rd level or so. I was thinking about limiting Technologist in a similar fashion. At 3rd+ level, anyone can take it, but until then the only way to interact with it would be one of the two campaign traits that mimics aspects of it.

Would this be too big of a problem, or is Technologist really not *that* necessary levels 1-3? Keeping in mind that some PCs may have the campaign traits that mimic it.

Scarab Sages

As the title says. Can a druid wild shape from one form into another (given enough uses) or does he need to wild shape back to normal first?

Relevant Text

Scarab Sages

For those curious, here is a glimpse at my progress (been working on it a lot today). The Technology Guide itself is almost done, now that the tables have been created/edited/tested. The next few Iron Gods should go quickly, followed up by whatever else I have on my list.

Scarab Sages

Hi guys! Apologies for the lack of updates here, or on my front page. I really need to update my front page more often. As it stands, a combination of holiday, workload, and some addictive games (damn you Fantasy Life) got me a bit behind.

As it stands though, I've been busy crunching away again, even if the results may not be fully obvious. I've almost fully added the entire Tech Guide and a few other books that have tech items in, making new tables in the database. Once I make the pages (a much smaller task), those new items will appear all at once on the site.

The place I give the most frequent updates is actually my Facebook page. Check in there if you're ever curious on where I'm at.

Oh, as for the offers of help: I've had a number of them now, and it's extremely flattering. Unfortunately, you guess it pretty much correctly: the only way for people to help right now would be to have access to my database, access which I'm hesitant to give out. The quality control is another issue as well, I'm much harder on myself then I would be on helpers. :)

Anyhow, work is progressing, check Facebook, and more to come! :D

Scarab Sages

5 people marked this as a favorite.

Hahaha.

Scarab Sages

Yeah, OP and Taldanrebel = same person... not sure if intentional or accidental. -shrug-

Scarab Sages

1 person marked this as a favorite.

As has been pointed out taldanrebel, normally you can't cast a spell with a Full Attack Action either. The entire point of the Magus's ability is to "break" this rule.

I always felt Bladed Dash was created with the Magus specifically in mind. Makes perfect sense that they can combo this with Spell Combat.

Scarab Sages

Yes, it's actually a very good combo for a Magus. Use Bladed Dash to advance and get in one attack (+INT bonus, -2 for Spell Combat), then get remaining attacks at -2.

Magi are powerful, this spell definitely helps. Working as intended though.

Scarab Sages

To all of those who use Obsidian Portal: Do you know if there's a way to point the various Links to places external to OP? For example, I have my own forum. I'd like to point the Forum link there, instead of OP's forum. Not sure if I can.

Not a big deal breaker if I can't, just curious. OP does seem nice, although I can see it's going to take a bit of time to get everything setup.

Scarab Sages

I've been running a long-term online game of Shattered Star on my own forums (over a year now), and while I enjoy the setup, I've been curious about a nicer "campaign front" that I could use for easily displaying characters, maps, etc. Obsidian Portal seemed like a nice setup, but doesn't appear to allow external linking to other forums, and I don't really want to move to another forum.

What do people think of Obsidian Portal? Are there similar sites that help create RPG sites for free/small monthly? I'm technically capable of designing my own site, but don't really have the time to do so.

Thanks for the advice!

Scarab Sages

You know Ravingdork, I've always enjoyed your posts, and feel your frustration. I can't make any promises, but I enjoy running long-term PBPs. My current one, Shattered Star, has been running for over a year now with regular daily activity. It's full up at the moment, and I have no idea when that will change, but if a space ever opens up I'll be sure to let you know. :)

Small consolation, I'm sure, but I hope it's something.

Scarab Sages

Perfect, we kind of figured it had to be before hand, thanks! :)

Scarab Sages

Ability: "When another character attempts any check, you may display any number of blessings or weapons; for each card displayed, add 1 to the check. Return the displayed cards to your hand before you reset it."

I understand "before attempting a check" or "after attempting a check". With the above wording, we're wondering: can Oloch use his ability after a check is attempted? Is that still part of "when the character attempts it?"

Scarab Sages

That was my thought. I could see mixing in cards that don't already exist, for variety's sake, but it seemed like that would only water down the cards that were put into S&S to work with the campaign and its theme already.

Scarab Sages

We're starting S&S soon and a couple of us are playing heroes from S&S, a couple are playing heroes from the class decks. We figured we'd just play the heroes from the class decks without mixing any of the other cards in, since all that seemed like it would do is water things down (lots of extra copies of cards that already seemed to be in the base).

Is there a real reason to shuffle in some of the extra cards from a class deck being used? Right now it's just the Alchemist, Warpriest (both from S&S) and one of the Sorcerers (from the Class Deck). Does the Sorcerer need all his class deck cards shuffled in, or would the Spells and such that come with S&S already be enough?

(Note: We are not playing using any Society Guild rules or anything, just using the class deck characters as extra options atm)

Scarab Sages

Hmm. Fair enough. I think that's an unfortunate choice of wording, and senseless extra restricting. Feats already include a "requirements" clause after all, which often includes race. Why a feat would be okay for a non-orc in normal campaign games but restricted in PFS is beyond me.

Well, I maintain that the feat is displayed correctly on AoN. As far as I'm concerned, if designers wish a feat to be restricted to a certain race, they need to include that in the requirements. That's what it's there for. :)

Scarab Sages

Sure. Half-orcs and orcs *do* have access to all the below. That does not mean other races do not, however.

It's like saying "here is a park. ducks can access it." It doesn't say dogs aren't allowed to. It might be implied, but that's what the feat text is for.

In this case, the rule of thumb is to go with what the actual feat says instead of header/flavor/etc. text, as that can often be misconstrued. All the feats in that section list half-orc/orc as a requirement *except* for Surprise Follow Through and it's improved version. I would take that to mean that they were recommended for half-orc/orc races, but by no means are those races a requirement. There are a number of other feats throughout the book though that also have this trend, so it's not a singular error. Some sections will list feats that have the header race as a requirement, along with some that don't.

I would certainly rule this way in PFS as well.

Scarab Sages **

Ssalarn wrote:
PFS did pretty recently scythe a fair swath of materials out, so it might just be that AoN isn't aware of the change.

This. I check the PFS Legal page about once a month when I do updates, but unfortunately the page does not have the... greatest change log. Whenever I go there, it shows the latest changes in red, but this does not mean they are the latest ones I've seen. It may be that they changed things at -3 weeks, -1.5 weeks, and -2 days. I'll only see the -2 days ones. I don't have the time or desire to go back and re-evaluate every legal item whenever I do a check. :)

In these cases, I generally rely on the community to email me and let me know when something is in error. I may need to make a more prominent button on each page to email me specific errors...

Scarab Sages

Surprise Follow Through is not an orc-only feat, it's tagged correctly at AoN. You can see the feat on Paizo's PRD here as well. Note that, unlike a number of other feats that require you to be a half-orc or orc, this one does not.

While the header of "these feats are available to half-orcs and orcs" seems to imply restriction, the presence of the "half-orc or orc" requirement in some and not others makes it clear that while all of those feats *are* available to half-orcs and orcs, only some of them are restricted to such.

Scarab Sages

Thanks for the update on this thread. I've corrected the Nethys version to mirror the PRD's version at this time (push is gone).

Scarab Sages

wraithstrike wrote:

d20pfsrd.com would be the place most likely to have a complete list, and it seems they dont have everything yet. To my knowledge nobody else has complied such a list.

I tried the archives of Nethys but is coming up as dead link for the newer site.

What do you mean as a dead link? The site looks up to me.

Scarab Sages

3 people marked this as a favorite.

Note to self: Force Erik's swashbuckler in next WotR game to do nothing but sit in the corner and test how long it takes to roll 20 20's in a row.

Scarab Sages

Diego or graystone, would one of you (with both of these books) mind shooting me an email? I didn't have a Module subscription until recently, and while I *should* have had both of those items in my DB, they must have been missed when my helper relayed those modules to me.

nethys at archivesofnethys dot com :)

Scarab Sages

My main picks:
1. Turn-based combat, either similar to TOEE (actual Standard/Move/etc. actions) or Divinity: Original Sin (action points, could work with Pathfinder).

2. Isometric view. Just a standard really.

3. Leave out Mass Effect style "choices", put in D:OS style choices. Mass Effect made it very clear which path would be "good" and which was "bad". D:OS (and a few other games) are a lot less clear about what personality you're ending up with.

4. Some kind of upgradeable/customizable "home base". Those are always fun.

5. The ability to customize more than just a single character. Neverwinter Nights 1 and 2 were great, but I missed being able to customize out more than just my main. TOEE did this right, letting you customize your entire party right off the bat.

I'm with OP, TOEE (at least after the patches) was an amazing example of what a Pathfinder CRPG should go for. TOEE+D:OS would be the golden great of CRPGs.

Scarab Sages

1) Do people generally really keep track of this?
Yes

2) Is it gamebreaking big if you don't?
No

Most characters only have two traits at character creation, so keeping track isn't very difficult.

Scarab Sages

I <3 99% of the ACG. Only thing I had a knee-jerk-ban reaction to (which, after much though, I did ban in my own games) was Divine Protection. Even if the Cleric only has a 14 CHA (average it seems for all the clerics in my games), that's still a +2 to every save for one feat. Effectively three feats in one right there. For Oracles, it's even crazier. Absolutely must have.

Glad PFS already banned it. I don't know a single Oracle player that wouldn't want their CHA as a boost to every save.

Scarab Sages

A little disappointed that it's for the card game. I do love the PACG, but not as interested in the digital versions. That said, it's promising that they have the license, and I look extremely forward to a Divinity: Original Sin or TOEE style game in the future. :D

Scarab Sages

Don't forget any spontaneous caster spell that has a metamagic feat applied to it. Those become "full round actions". Not "1 round" casting times, but "full round actions".

As I illustrated above, there is a very note-worthy difference. The former happens on your turn without a chance for the enemy to interrupt, the other requires you to be undisturbed for a round until your turn comes around again.

Quote:
If a spell's normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a sorcerer or bard (except for spells modified by the Quicken Spell feat, which take 1 swift action to cast). Note that this isn't the same as a spell with a 1-round casting time. Spells that take a full-round action to cast take effect in the same round that you begin casting, and you are not required to continue the invocations, gestures, and concentration until your next turn.

Scarab Sages

Joe M. wrote:
If there are any spells with a "full round" casting time that's not the "1 round" cast, I'm not aware of them.

Well, I'm the guy to find out. :)

As it turns out, there aren't a lot of "full-round action" spells, and lots of "1 round" spells. As far as I know, the difference was:

Full Round Action: Starts on your turn, ends on your turn. Take a full round action, it finishes before the next person in initiative goes.
1 Round: Starts on your turn, doesn't finish until the start of your next turn. Gives enemies a chance to interrupt you.

So, it is a worthwhile difference to note.

1 Full-Round Action:

Spoiler:
Aura of the Unremarkable
Cleromancy
Crown of Glory
Dirge of the Victorious Knights
Enemy's Heart
Fairness
Retrieve Item
Share Senses
Stolen Light
Whispering Lore

1 Round:
Spoiler:
Accursed Glare
Antilife Shell
Arcane Cannon
Arcane Reinforcement
Blessing of the Mole
Blood Crow Strike
Bloodsworn Retribution
Brand, Greater
Call Lightning
Call Lightning Storm
Canopic Conversion
Changestaff
Cloak of Dreams
Conjure Black Pudding
Contact Nalfeshnee
Covetous Aura
Create Soul Gem
Curse of Magic Negation
Deadeye's Lore
Death Candle
Deep Slumber
Discovery Torch
Distressing Tone
Dominate Animal
Dominate Monster
Dominate Person
Eagle Aerie
Elemental Bombardment
Enhance Water
Enlarge Person
Enlarge Person, Mass
Enthrall
Fabricate Bullets
Fairness
False Alibi
Forest Friend
Forgetful Slumber
Frost Mammoth
Geas, Lesser
Gilded Whispers
Hidden Knowledge
Hypnotism
Infernal Healing
Infernal Healing, Greater
Insect Plague
Interrogation
Interrogation, Greater
Mad Monkeys
Maddening Oubliette
Mount
Mount, Communal
Necromantic Burden
Pesh Addiction, Lesser
Raging Rubble
Rain of Frogs
Reduce Person
Reduce Person, Mass
Rest Eternal
Revelation
Sacred Bond
Shared Sacrifice
Silence
Sleep
Sleepwalk
Soothe Construct
Spectral Saluqi
Spell Absorption
Spell Absorption, Greater
Spite
Statue
Storm of Vengeance
Summon Accuser
Summon Cacodaemon
Summon Cacodaemon, Greater
Summon Ceustodaemon
Summon Derghodaemon
Summon Eidolon
Summon Elder Worm
Summon Erodaemon
Summon Flight of Eagles
Summon Froghemoth
Summon Genie
Summon Genie, Greater
Summon Genie, Lesser
Summon Greater Demon
Summon Infernal Host
Summon Instrument
Summon Lesser Demon
Summon Lesser Psychopomp
Summon Meladaemon
Summon Minor Ally
Summon Minor Monster
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Monster VI
Summon Monster VII
Summon Monster VIII
Summon Monster IX
Summon Nature's Ally I
Summon Nature's Ally II
Summon Nature's Ally III
Summon Nature's Ally IV
Summon Nature's Ally V
Summon Nature's Ally VI
Summon Nature's Ally VII
Summon Nature's Ally VIII
Summon Nature's Ally IX
Summon Swarm
Summon Thanadaemon
Summon Vanth
Surelife
Transplant Visage
Vampiric Hunger
Vengeful Outrage
Weaponwand
Zone of Silence

Scarab Sages

Is it? That's the only reason I commented. His response says it's "full-round" which *is* different from "1 round". It's nit-picky, I know. I'm sure he meant that it's 1 round, as the spell. Just wanted to clarify. :)

And yeah, I agree. Makes it a bit harder to use those summons in combat. Guess the key is to do it early before teleporting in? haha.

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