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Guiltgorger Giant

Kelkzar Redjaw's page

968 posts. Alias of michaelane.


Classes/Levels

Stats:
AC 21/12/20 (raging 19/10/18), HP 91/91 (raging 109/109), F+9 R+5 W+9 (raging F+11, W+11), Init +3, Per +19

About Kelkzar Redjaw

Stat Block:

KELKZAR REDJAW
Male Half-Orc Inquisitor of Ragathiel 9
LG Medium humanoid (human, orc)
Init +3; Senses Darkvision (60 feet); Perception +19
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DEFENSE
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AC 21, touch 12, flat-footed 20 (+7 armor, +1 Dex, +1 natural, +2 deflection)
hp 91 (9d8+27)
Fort +9, Ref +5, Will +9
Defensive Abilities Orc Ferocity (1/day)
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OFFENSE
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Spd 30 ft.
Melee +1 keen falchion +12/+7 (2d4+16/15-20) and
. . bite +5 (1d4+5) and
. . longspear +10/+5 (1d8+15/x3)
*assume Power Attacking at all times
Ranged Longbow, Composite (Str +3) +7/+2 (1d8+3/x3)
Special Attacks Bane (+2/2d6) (9 rounds/day), Destructive Smite +4 (5/day)
Spell-Like Abilities (CL 9th; concentration +9)
At Will Detect Alignment
9 rounds/day Discern Lies
Inquisitor Spells Known (CL 9th, concentration +11, +10 melee touch, +7 ranged touch):
3 (3/day) Battle Trance, Deadly Juggernaut, Heroism, Hunter's Eye
2 (5/day) Blistering Invective, Brow Gasher, Flames of the Faithful, Silence (DC 14)
1 (6/day) Compel Hostility (DC 13), Cure Light Wounds, Divine Favor, Expeditious Retreat, Shield of Faith, Wrath
0 (at will) Disrupt Undead, Guidance, Stabilize, Read Magic (DC 12), Create Water, Detect Magic
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STATISTICS
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Str 23, Dex 12, Con 14, Int 10, Wis 14, Cha 10
Base Atk +6/+1; CMB +11; CMD 25
Feats Cornugon Smash, Extra Rage, Lastwall Phalanx, Paired Opportunists, Power Attack, Swarm Strike, Toughness, Weapon Focus (Falchion)
Traits Adopted, Bred for War (Shoanti), Empyreal Focus, Tusked
Skills Acrobatics +0, Climb +9, Escape Artist +0, Fly +0, Intimidate +23, Knowledge (Arcana) +6 (+12 monster lore), Knowledge (Dungeoneering) +4 (+10 monster lore), Knowledge (Nature) +4 (+10 monster lore), Knowledge (Planes) +12 (+18 monster lore), Knowledge (Religion) +12 (+18 monster lore), Perception +19, Ride +0, Sense Motive +14, Spellcraft +4, Stealth +9, Survival +2 (+9 to track), Swim +5 Modifiers +2 Intimidate, Monster Lore
Languages Common, Orc
SQ Inquisitor Domain: Rage, Judgement (3/day) (Su), Solo Tactics, Orc Ferocity (1/day), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +4
Combat Gear +1 falchion, +1 mithral breastplate, amulet of natural armor +1 and golembane, belt of giant strength +2, cloak of resistance, lenses of detection, potion of cure moderate wounds; Other Gear Backpack (6 @ 14.5 lbs), Rations, trail (per day) (4), Rope, hempen (50 ft.), Shaving Kit, Spell component pouch
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SPECIAL ABILITIES
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Bane (+2/2d6) (9 rounds/day)(Su) Make the weapon you are holding a bane weapon.
Cloak of Fangs (5 rounds/day) Gain 1d6 bite attack or increase existing bite attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +4 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day)(Sp) Discern lies at will.
Empyreal Focus (Empyreal Lords) Your dedication to the freedom espoused by the Empyreal Lords grants you an occasional boon. Once per day, before you make a skill check, you can use this boon to grant that skill check a +2 trait bonus.
Inquisitor Domain: Rage Associated Domain: Destruction
Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6: Cold (Su) Energy Resistances
Judgement of Sacred Smiting (Magic & Good) (Su) DR bypass
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknessess of creatures.
Orb Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 AC
Sandals of Lightest Step (5/day) Once per minute, after moving 10 feet air walk for remainder of movement.
Second Judgement (3/day) (Su) Can maintain 2nd judgement with first.
Solo Tactics Count Teamwork feats as if your allies had he same one.
Swarm Strike +1 to AoO, +1 for each ally with this feat threatening the target
Teamwork Feat (change 2/day) Swap your most recent teamwork feat for another.
Track +4 +4 to survival checks to track.

Teamwork Feats:

Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.

Amplified Rage (Teamwork)
When adjacent to other raging allies, your rages become even more powerful.
Prerequisite: Half-orc or orc, rage class feature.
Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Back to Back (Teamwork)
Your ally's eyes are your own, and yours are his.
Prerequisite: Perception 3 ranks.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.

Brutal Grappler (Combat, Teamwork)
When helping an ally grapple, you can damage the target.
Prerequisite: Half-orc or orc.
Benefit: When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide to maintain the grapple.
Normal: When multiple creatures grapple one target, the creature that first initiates the grapple is the only one that makes a check to damage a grappled opponent, with a +2 bonus for each creature that assists the grapple using the Aid Another action.

Coordinated Defense (Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.

Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.

Duck and Cover (Teamwork)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.

Escape Route (Teamwork)
You have trained to watch your allies' backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Horde Charge (Teamwork)
When you charge with an ally, you are more deadly.
Prerequisites: Base attack bonus +1, half-orc or orc.
Benefit: When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack.

Lastwall Phalanx (Teamwork)
When battling the terrifying hordes of Belkzen, you find strength in your shield brothers and sisters.
Prerequisites: Base attack bonus +3, good alignment.
Benefit: You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.

Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Outflank (Combat, Teamwork)
You look for every edge when flanking an enemy.
Prerequisite: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Pack Attack (Combat, Teamwork)
You are skilled at surrounding your enemies.
Prerequisite: Base attack bonus +1.
Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved in a round.

Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Shake It Off (Teamwork)
You support your allies and help them recover from crippling effects.
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Shield Wall (Combat, Teamwork)
You form a unified defense with those around you.
Prerequisite: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (Core Rulebook 153).

Shielded Caster (Teamwork)
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.

Stealth Synergy (Teamwork)
Working closely with an ally, you are able to move like twin shadows.
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Swap Places (Combat, Teamwork)
You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally's movement on his next turn.

Tandem Trip (Combat, Teamwork)
You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.


Ragathiel:

Ragathiel, leader of legions of heroes is one of the generals of Heaven and son of the archdevil Dispater and Feronia, a demigoddess of the Plane of Fire. Ragathiel’s alignment is lawful good, and his domains are Destruction, Good, Law, and Nobility. If you follow him, you’re likely a paladin, fighter, or cleric who has served in military campaigns. You believe in valor and bravery, in standing strong against evil, and that right makes might. Your congregation is made of like-minded warriors, the community of the battlefield. Your colors are red and silver, with a flame-colored ornament or sigil worn somewhere on your body (generally a helmet). Your church’s holy times of greatest devotion are the silent moments before and after battle, when your leader asks for Ragathiel’s eyes to fall upon you and his wings to cover you; this is also a standard greeting and farewell among your faith.

Background:

18 years ago, the orcs of Belkzen raided across the eastern hills of the Sklar-Quah beginning a year of brutal warfare. The Sun Clan, still angry over being pushed out of their tribal lands by the Chelaxians fought back; ultimately pushing the orcs back over the contested border. But not before the climactic battle of the Shadelands.

It was midsummer, and the heat of the Cinderlands beat down hard on Shoanti and orc alike. The Sklar-Quah had been successful in blunting the early victories of the orcs and had reclaimed most of their lands. But, word came that the orcs were massing their greatest army yet on the eastern borders and the Sklar-Quah shamans once again rallied their warriors to drive back the orcs.

The forces met in the lands now known as the Shadelands, an area of broken land between the Kodar and Mindspin mountains. The rugged canyons had become the primary conduit for orc raids in the lands of the Sun Clan and this time the Sklar-Quah were determined to end things. The battle raged for a day and a night with brutal losses on both sides. Unfortunately, it looked like the orc numbers would prevail and deal a devastating loss to the Sklar-Quah.

As dawn approached, the Sklar-Quah shamans gathered and determined that a terrible price would have to be paid. Their only hope would be binding the Sklar-Quah warrior spirits to the land, joining living and dead in a force strong enough to defeat the orcs and defend the Shadelands forevermore. Doing so would require an appeal to the Empyreal Lord Ragathiel, leader of legions of heroes and one of the generals of Heaven.

One of those shamans was Kelkzar’s mother—Tanjah Shadow Breaker. Tanjah’s tribe was devastated in the first orc raids, her husband slain by orcs. As the months wore on, Tanjah joined with other shamans to help rally the Sun Clan against the orcs. Slowly, it came apparent that Tanjah was pregnant, but she insisted on continuing to support the battle against the orcs. None but Tanjah knew that the father of the babe she bore was not her husband, but the orc raider that slew him.

The shamans gathered the tribes of the Sklar-Quah together as the sun broke over the rock walls to the east. Prayers to the totems and Ragathiel went forth. Unbeknownst to all but Tanjah, Ragathiel required another price. Dark days were coming to Golarion and her child would be his servant in fight to come. Tanjah agreed. As one, the warriors and shamans fell, only to rise again as spirits joined by those slain earlier in the battle. A great army of heroes, serving Ragathiel, not in heaven, but against the orcs of Belkzen. At nightfall, one living creature remained in the Shadelands. A half-orc infant with a strange birthmark—red and silver flames surrounded by a sunburst, Agathiel’s flames and Tanjah’s totem.

Two days later, the infant was found by Sklar-Quah outriders and taken back to a tribe in the Cinderlands. Named Kelkzar, the infant was adopted by the Sun Clan and raised in the ways of the Shoanti. But life in the Sun Clan is hard and harder still for a half-orc. The Shoanti sometimes adopt children of other races, but the scars of the recent orc battles were raw. In spite of a fighting prowess that surpassed his peers, Kelkzar was never welcomed among the Sklar-Quah.

Fifteen years old, Kelkzar found himself traveling east, following where Ragathiel led him. Kelkzar traveled across the Hold of Belkzen in a Varisian caravan, making its way to Freedom Town and to Ustalav beyond. In Freedom Town, the half-orc briefly studied at the fighting school, Tip of the Spear, but the predominance of the Church of Gorum turned him off and he continued on to Lastwall.

In Lastwall, he sojourned in Vigil, campaigning against the orcs of Belkzen and the undead of Ustalav. It was a welcome time at first. Battling animated zombies and skeletons, Kelkzar found he could channel the Ragathiel’s might to savage his undead foe before finishing him with a blow from his falchion. In Lastwall, Kelkzar tested his falchion against true evil for the first time and he found that his blade and Ragathiel were pleased. The days Kelkzar received his Shield-Mark and Sword-Mark are among the proudest of his young life.

When Watcher-Lord Ulthun II summoned him for a special mission, Kelkzar felt his heart would burst. Expecting to be given command of a strike against undead in Ustalav or even against the orcs in Urgir itself, the warrior was surprised to hear that he was being sent back to Varisia instead. The Watcher-Lord told him that he knew the half-orc had a special calling, different from most in Lastwall that worshipped Iomedae or Gorum and that Vigil wished to establish a special relationship with a new force for Good that was blossoming in Varisia - The Empyreal Way. Kelkzar was to contact the group and extend Lastwall's desire to see them join in the fight against evil...perhaps to establish a chapter in Lastwall.

Kelkzar headed for Korvosa, planning to make his way up the coast to Magnimar and then on to the Sanos Forest where The Empyreal Way had their headquarters. But, in Korvosa another event took place that would change everything. Just outside the gates, Kelkzar happened across a mad goblin begging in the streets of the shanty town outside the city that called his name. Curious, the half-orc walked over. The goblin whispered, “Leave the city with the ancient bridge immediately to save the girl with the scar. Get her to the ear of the wolf and save the world.” Kelkzar was certain that the words were those of Ragathiel, but he didn't know what to do. He prayed for guidance, but none came and at last he continued on his mission.

Just past Wartle, Kelkzar came upon a young paladin wearing the armor of an order of Lastwall knights. He hailed the young knight, happy to find company for the remainder of the journey, but soon found that the paladin, Trevor, hadn't ever been to Lastwall, but had inherited the arms and armor from his father. Kelkzar told him what he knew of the order and told him of life in Vigil, but could tell the young man nothing of his father.

And so it was that the two made their way into the city, planning only to stay overnight before Kelkzar headed out for the Sanos Forest. Seeking an inn, Kelkzar was halted by the sight of the Irespan. Ragathiel's words ringing in his ears, Kelkzar grabbed Trevor and the two raced together to the gates of the city only to be stopped by a Pharasman funereal procession. Kelkzar pushed his way through the procession, dragging Trevor behind him, when suddenly he came face to face with a girl with a scar, Rowena Lordail.


Appearance:

Kelkzar is a towering, muscular specimen. The combination of Shoanti and orc blood has resulted in a towering 6 ft. 10 in. giant that weights well over 300 pounds. His skin is dark green and is marked both by battle scars and brands representing each foe he has vanquished. Each of his hands bears a mark on the palm - one the Lastwall shield, the other the symbol of Iomedae. The half-orc shaves his head every morning leaving a glistening, green pate, the only part of his body unmarked by scars or brands. His face is broad and flat with an upturned nose and a mouth filled with tusks and teeth filed to needle-sharp points. Kelkzar wears armor of an unusual design purchased from a widely-traveled merchant in Freedom Town, consisting of a variety of steel plates bound in parallel rows with fine cord. His falchion hangs from a giant scabbard across his back when not in use.

Personality:

Kelkzar is initially cautious with strangers, still scarred by the difficulties of his youth, but having learned that his talents are appreciated by some. He is driven to prove himself in battle, particularly against new or dangerous foes. He seeks out evil with a vengeance, without fear, and is determined to put it down. Since the prophesy, Kelkzar is driven to determine what it means and his role.

Crunch Objectives:

Kelkzar is geared toward being a strong melee combatant with a variety of non-combat skills – particularly intimidate and knowledge skills. Depending on what other classes are present, he might provide some assistance with healing, though this would not be a primary role.

Hero Points:

Used
1 to regain use of Judgement
1 to add a bonus to Will save
1 to reroll versus Color Spray from Cultist

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.


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