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KestlerGunner's page

RPG Superstar 2013 Dedicated Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,321 posts (1,466 including aliases). 45 reviews. No lists. 1 wishlist. 11 Pathfinder Society characters. 2 aliases.


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Grand Lodge ****

1 person marked this as a favorite.

Where's the archaeology?

A number of classes simply do not get the required skill points to learn anything about archaeology. Heck, even clerics suck at Knowledge: Religion. The only thing all the classes can contribute to is the combat system. Hence, bashing locals gets a great run in all scenarios.

To give you an idea of how the disparity in skills and work of Pathfinders goes, in a recent scenario the party is required to alter oil paintings. Because the author knows that not even the most intelligent Pathfinder bard has “Craft: Illustration” (even though this a zero photography world) the party is allowed to use Sleight of Hand to paint alterations. See also Linguistics getting a run in the Library as opposed to Knowledge: History.

There are some fantastic things that we could do as Pathfinders but we never, ever will because the skill system currently seems to work on a drought or flood basis. Authors that do want to work in something suitably Pathfindery need to insert strange skill parallels to avoid butt-hurt reviews by parties who can't think of a outside the box solution (or have a GM who won't allow it).

Just my two coppers.

Grand Lodge ****

2 people marked this as a favorite.

After the long thread mentioned by Avatar, my recommendation to you would be to befriend as many PC rogues, ninjas and bards that you meet. Ask them to braid your dagger into your wig using their sleight of hand.
If the scenario ends and the dagger is still hidden in your special wig, you can ask the GM to note on the chronicle sheet that your wig has a kerambit hidden with a sleight of hand result of XX. That way you can use it once in your next scenario.

Grand Lodge ****

2 people marked this as a favorite.

Can't we just use magic to disintegrate this bugbear (like we do for every problem)?

SONIC WAYFINDER
Aura faint transmutation; CL 6th
Slot none; Price 500 gp; Weight 1 lb.
DESCRIPTION
This silver Wayfinder has a steel button, that, when pressed, causes a buzzing green sonic field to emit from the other end of the device. This beam can scan technological material and impart a psychic understanding of the scanned target into the wielder's mind. When the wielder stands adjacent to the target and uses the Sonic Wayfinder on any technological device, including creatures, they are treated as having the Technologist feat for the purpose of skill checks.
CONSTRUCTION
Requirements Fabricate, Craft Wondrous Item, ; Cost 250 gp

Grand Lodge ****

5 people marked this as a favorite.

*Tinkers with a Numerian robot unsuccessfully as he doesn't have the necessary feat, breaks off a node, activating a shimmering blue hologram of an annoyed Season 6 PFS gamer*

"Please Mike & John, you are our only hope."

Grand Lodge ****

Congrats Matt Goodall on making it into the top three authors. Australia represent! Now if we could only get more of those talented Aussies developing scenarios! *hint hint Al Rigg hint hint*

I have to admit, I usually discount 1 star scenarios where it becomes clear that the reviewer died and they feel really badly about their death. Having said that, the sheer weight of bad reviews for the latest expedition into the Bairdlands has me very worried.

I also give reviews more 'weight' if the reviewer has both played and GM'ed the scenario.

Grand Lodge ****

2 people marked this as a favorite.

I understand that the American PFS experience is heavily tied to the big cons and I understand why the boon system is a big driver to these industry events.

I just really hope that campaign management can commit to letting the "Expanded Narrative" boon travel across the seas to all the international PFS communities. There's been loads of Gencon boons that have never been seen beyond America. I just hope that this boon doesn't get added to that pile.

Grand Lodge

This feels like a evolution of First Steps part 1. I really like it!

There are currently 7 Quests within the scenario, with the game only experiencing details of 3 of the 7.
With proper GM notations on the chronicle sheets, is it possible to play this scenario twice in order to experience 6 of the faction specific quests? With the proviso that no player gets to repeat a quest?

EG. Playthrough 1: Dark Archive, Grand Lodge, Exchange.
Playthrough 2: Silver Crusade, Scarab Sages, Andoran.
(Miss out on the Taldor mission)

This would double the play potential of this product and allow more PFS players to let their characters experience the changes in their factions.

Grand Lodge ****

OFFER: Heavenly Blood (Aasimar race boon)
& Lingering Resonance.
WANT:
Sylph boon.
Message me!

Grand Lodge ****

Quick query:

PCs do the ritual and reduces stats by 2 points.
Drollin takes the wafer, puts it in the box.
PCs fight Drollin and lose.
Drollin and Kellousa take all the wafers and escape.
Do the PCs permanently lose their stats?

I am looking at the 3d6 strength damage and just wondering how bad this can get for the PCs if they fall to Drollin's tricks.

Grand Lodge

I hate this poorly written and ambiguous spell.

The intent of the spell is to create a bubble around the caster and the caster only presumably to protect them from collapsing rocks (half the spell carries on about environmental dangers). The range and radius of the spell, coupled with the grid combat mat, makes the Emergency Force Sphere able to encompass 4 people.

Which is correct?

Grand Lodge ****

2 people marked this as a favorite.

*places clay cup in the waters, brings it slowly to his lips and sips gently*

Player tears are sometimes salty but they are always delicious.

Grand Lodge ****

I hope they go back to the drawing board on the new faction logos. None of them have the flair of the last few generations of faction emblems.

Grand Lodge ****

2 people marked this as a favorite.
Avatar-1 wrote:
Andrei Buters is still a VL in Australia-Melbourne (alongside Jena Wills). Missing on page 44!

Nope! As of the new guide I'm back in with the field troops! No more Officer's perks for me.

I am really, REALLY excited about timeworn devices. Maybe it's just because I'm a Rod of Wonder fan, but I love magical items that make you roll a 1d100 when you use them. Pew pew!

I actively dislike the new Faction logos. They aren't really up to the standard that's been set in the past. It would be great if a dedicated graphic designer could redesign these. Right now they're not cutting the mustard. Heck, I'd do it myself for free if I thought it'd get somewhere. Without getting into details, I think they could all go back to the drawing board.

Grand Lodge ****

Grappling chains is amazingly cinematic and really dampens the mobility and strategy of the team but I'm just looking at the BBEG's haste spell...

With Disarm and Trip just being attack actions, plus haste, this could be... DELICIOUS. *cackles*

Grand Lodge ****

I played this today. Had a fantastic party and GM with good roleplay and mechanics knowledge, so any lack of information in the scenario such as the misprints and lack of editing didn't really hold us back.

The final fight was surprisingly pretty easy for us. The GM had a number of Kytons focus their attacks on a sorceror/zen archer who had managed to get their AC into the mid 30s by grabbing a few points in every armour type bonus. In comparison, the rest of the party were able to spread damage quickly and effectively. The Magus ran into some problems as the PCs readied actions to attack as soon as he started casting.

Very keen to GM this now. I wanted to ask if anyone had run the final combat with the Kytons using their ranged chain attacks to Disarm and Trip instead of just deal straight damage. With haste giving an extra attack at +1 on all, and no provoking for animating a chain nearby, it seems to me this could be a vicious way to tear a party apart. I can see everyone getting tripped, then watching their weapons get pulled away, then the damage coming in from the ceiling.

I'm just a bit worried that this could kill the party too fast, mind you 2d4+2 isn't too nasty.

Grand Lodge ****

In my experience, they don't come at all but if they do come they come in such numbers and fury that their arrows block out the sun. One arrow per round doesn't make that much of a dent.

Grand Lodge ****

3 people marked this as a favorite.

Gunslinger (Musket Master or Pistolero only)
At least Summoners still need to use the AC system.

Grand Lodge ****

1 person marked this as a favorite.

Year of the Beating Drum: The entirety of the Pathfinder Society receives a terrible curse and has to take a long, dark and dangerous journey into the very heart of the Mwangi Expanse to lift it. As the journey continues, more and more members of the Society are driven insane by the curse and their hellish surroundings. (vanarans?)

Year of the White Feather: The regal Syrinx and their cohort of conjured good outsiders send a huge fleet to Absalom and ingratiate themselves instantly with the city’s Grand Council. Only the Pathfinder Society suspects the regal outsiders are up to something. Before they can act, The Decemvirate go ‘missing’ and the City Council places the Pathfinders under the orders of an immensely powerful Syrinx Inquisitor. From that point, it’s time to take back the Lodge without openly declaring war on the strange outsiders. (rebel syrinx)

Year of Leng: Rifts are opening up. Strange discordances in reality are tearing open across the Inner Sea and only the Pathfinder Society has the means to stop the instability before entire regions are torn asunder. Anyone who falls within a rift is never heard from again. Will the Society develop a plan to venture beyond the dark rifts and reason with the alien presence beyond? (Fetchlings)

Year of the Great Hunt: Rovagug’s grave has erupted. Seven enormous ravenous beasts have scuttled from the bloody pit and are tearing through the great Keleshite Empire. The Empire, wishing to cease the destruction as soon as possible has offered a kingdom’s fortune to the organisation that kills the most of the hated spawn. A hunter’s union between the Golden League, Cheliax’s Order of the Nail and the Aspis Consortium are first on the scene. Can the Pathfinder Society compete, or will all their agents die attempting the Great Hunt? (Ifrits)

Grand Lodge ****

Rakim, Bound Ifrit Smithy of House Darshud!
This is Rakim while he's been conjured to be a babysitter.
Why isn't there a Pathfinder scenario where you have to be a babysitter? (not Horn of Aroden, that doesn't count)

Grand Lodge ****

3 people marked this as a favorite.

Sounds like your party power-attacked two thirds of the content out of what is an excellent and well-written mod. Congrats, I guess...?

Grand Lodge ****

2 people marked this as a favorite.

I am one of the 4 star GMs and a VO who posted on the GM thread with my feedback on how I was going to amend a particularly difficult encounter. I stand by my comments. Just because Paizo publishes some of the best adventures, doesn't mean they don't make mistakes. I honestly think the Paizo editorial team made a big mistake in one encounter for Risen from the Sands and I say so in my review. I want to give my players the best and fairest experience and make the mod shine. In order to do that, I rely on my experience as a PFS GM and I softball the mistake made in the final document.

If I ran the [REDACTED] encounter as written, I would almost certainly have TPK'ed my party. It would have ended Free RPG Day on Saturday 30 minutes into the game with 5 extremely unhappy players hating the module, hating the event. They would probably wish there was a different organised play system they could commit time to instead rather than sacrifice their beloved PC to a poorly worded trap/monster/railroad of death that makes the [REDACTED] in Accursed Halls look like the turnip farming Kobold from [REDACTED].

I hope that the Paizo staff seriously look at the feedback for Risen From The Sands and commit themselves to more play-testing before product release in the future.

Also, 'consistent play experience' is a myth. Every module experience is going to vary wildly depending on what GM you get. That's an issue that no amount of guidance can remove.

Happy gaming!

Grand Lodge ****

1 person marked this as a favorite.

Mike, that's an awesome PFS story. That must have been the only game run where befriending the female zombie concubines ended up being good for your health!

Grand Lodge ****

I agree that Scarab Seekers is a bad name. It reminds me more of Animal Crossing rather than PFS. Get here you pesky beetles! Git in mah net!

The problem with Osirion is some words just end up being overused: Scarab. Ankh. Sphinx. Pyramid. Sandstone. Pharoah. Tomb. It adds to the feeling of a stereotype faction rather than a complex and nuanced organisation.

"Tahonikepsu's Dragon-Lords and Ladies, Masters of Time And Space" is a much cooler name.

Grand Lodge ****

1 person marked this as a favorite.

GM: The monument rumbles towards you, ready to crush your fragile flesh body under it's ancient Osiriani sandstone wheels.
Player: I put my yellow cloak over my head and hold still.
GM: :narrows eyes:

Grand Lodge ****

That would be great, I'd love to stealth past a hunting animated object! But the problem is the monster has been placed in an empty corridor with tiny windows and nothing to hide behind :( The party is effectively turned into the damsel strapped to the tracks.

Grand Lodge ****

2 people marked this as a favorite.

I've been reviewing the Rolling Pyramid encounter and I'm going to implement the following rules.

Momentum: When the pyramid chooses a direction to roll in, it goes that direction for two turns. It's maneuverability is effectively shot by its weight and also by gravity.

Slam: The Pyramid has no limbs, and it's slam attack is effectively a crash attack. It will only complete a slam on a charge or at the end of a movement of at least 10 feet. It won't take any Attacks of Opportunity whatsoever.

Temporarily Disabled: If the PCs trick the Pyramid into crashing into a door or column, the stone collapses upon it and buries it, disabling it for 1d6 X 10 minutes. When the construct becomes free, it patrols the room awaiting the PC's return.

I think any GM that makes the Pyramid repeatedly trample the party in the causeway may be doing the mod a disservice (unless the party is a bunch of cheese-monkeys in which case go crazy crush them flat for me willya?)

Grand Lodge

Loved chatting PFS story-lines and plot threads with you on the boards, very excited that you won this role.
:thumbs up:

Grand Lodge ****

Another voice here cheering for Pathfinders warping back to Tian Xia. That place is awesome.

Grand Lodge ****

3 people marked this as a favorite.

The typical PFS player:
-Min-maxes their stats
-Plays a Paladin, Summoner, Witch or a Touch-Attacker
-Cherry picks the very best feats out of 10+ Player Companions
-Plays in a party of 6

Then goes onto the boards and complains about how the scenarios are too easy.

You set difficulty when you make your character. The problem is so many of our player base are unconsciously clicking 'Can I Play Daddy?' when they make their characters.

Grand Lodge ****

11 people marked this as a favorite.

Even if they did write a Test of the Starstone module (which has been hinted at), there is absolutely zero chance that the heroes who succeed would become Golarion canon.

Can you imagine? Every few months or so a new book would come out that had to explain that Sephiroth Dark the Aasimar Gunslinger was now the Golarion God of Being A Badass. It'd wreck the setting.

Grand Lodge

2 people marked this as a favorite.

Lester Freamon! I love it!
Brilliant work team.

Grand Lodge ****

I don't think they have the word count for this sort of thing.
But we can imagine!

Chelish Scarlet Drops (cherry flavoured!)
Grampa Droskar's Toffees (caramel, soothes the throat)
Gnome-Gnubes (Jubes that can taste of any food such as scone, lamb and mint sauce, curried eggs, etc)
Fizzle Dust (Gnomish popping sherbet that pops in the mouth for 2 minutes. Probably would grant a -2 to perception for listening in that time, but maybe a +1 to auditory based saves?)
Besmaran Rum Ball (contains one standard drink per candy)
Cinder Block (Tiefling liquorice ball made of aniseed, pulped rat's blood, and ash)
Kaer Magan Gumball (produces a gum so sticky the eaters mouth is welded shut. Great for child hostages!)
Thassilonian Pleasure Stick (ancient rod of peanut brittle so strong that it will render you toothless)
Quester's Gobstoppers (Dwarven gobstoppers that last as long as the sky citadels! Each pack includes a trading card of a REAL Dwarven Ancestor hero! Collect all 6,578!)
Sovyrian Brandy Snap (This delicate wafer is so fragile that even an errant breeze could destroy it's perfect texture. Truly a connoisseur's choice.)
Gnoll Trust Slave Treat (Just one bar a year keeps the slaves locked in fear)
Tengu Dumplings (filled with red bean and fuzzy caterpillars)

Grand Lodge ****

Charm Person does not alter the NPC's memories. After one hour per caster level had expired, Lander's attitude would have slipped back to normal and he probably would've screamed at his mother about being lugged kilometres through the forest in a rotten log by a bunch of flat-headed, pock-marked Pathfinder commoners. Don't think the Lebeda family would be too happy with the Society after that.

Grand Lodge ****

Sitri wrote:


Scenario 2
Chris dies.
Betty casts BoL from her scroll.
Betty: Did you want to replace the scroll I used earlier to keep you alive?
Chris: Hell no. I didn't ask you to cast it on me, that is on you.
Betty: Let it be known that the asshattery is strong in Chris, he does not like to reciprocate the things that people do for him.
No one ever gives Chris anything again.

This is great and all but as an organiser, I don't want my local community facebook wall or organising email chains devolving into Betty telling everyone in the community that Chris is an ungrateful asshat. If there can be a way that Chris knows ahead of time that he needs to keep his asshat tendencies in check and always pay back the cleric/oracle for life saving magic, that'd be a better system.

Grand Lodge ****

Bludgeoner (Combat)
You can knock foes out cold with just about any blunt instrument.
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Bludgeoner does not add an extra 1d6 non-lethal damage.

Grand Lodge ****

I gave it to everyone but warned them they may need to remove it when clarification arrives.
When is clarification arriving?

Grand Lodge ****

You won't let anyone down, but you probably will down a few Pathfinders!
Ha ha! Jokes! I'm totally not traumatised after your running of Storval Stairs! :twitch:
Nope! NOT traumatised! :looks around nervously:

Grand Lodge ****

I should probably add more detail to my responses.

I feel that when *I* play tier 5 and onwards, if I don't have a means to BoL or a means to Fly, I am walking into a mission ill-prepared and I deserve everything that happens next.

Also, having played a cleric up to level 9 and having used BoL to save the life of two Pathfinders, which then devolved into a sort of silently accusatory passive aggressive situation where I had to ask for for reimbursement was not fun. I think most cleric/oracle players would really support this change.

EDIT: It may be difficult to word, but could the consumables be reworded to remove any offensive items that either deals hitpoint damage or bestow a negative condition?

Grand Lodge ****

:thumbs up:

The Scroll of BoL and the Potion of Fly have become mandatory for survival now. It can only be a good thing if there are more common-sense rules for party cooperation in using expensive consumables.

Grand Lodge ****

I'm signing. It makes no sense to accept all of the limitations of print publications when you are not actually creating print publications.

Grand Lodge ****

But what a part!

Grand Lodge ****

The Trade Prince is just having a fun time trading. Let the other faction leaders kill themselves by having adventures. You gotta stay relaxed.

Grand Lodge ****

3 people marked this as a favorite.

I think it's just a symptom of the Factions doing far more interesting things now than what we're used to.
The Venture Captain gives you the mission to destroy the bridge, the Faction Leader is the one who rocks up with the Porsche stacked with gelignite.
Except for Ambrus. That dude has been Sovereign-glued to his desk.

Grand Lodge ****

Had a great time running this today.

-Tough job creating stat blocks for these monsters.
-It runs super long. Try six hours.
-The Behir fight at low tier was one of the best I've seen. It would have been very effective as the 'boss fight'. The players have to really wring every drop out of their abilities to get out of this without some serious blood being spilled.
-The light 'puzzle' is one of the worst written and most ambiguous 'puzzles' in PFS history. Worse yet, so much of the word count is lost trying to explain they dynamics of it to the GM.
-The party was deadlocked in the assembly room, even with the Osiriani votes cast. Kafar and Nefti were allowed to enter the assmebly room, and with some jostles and suggestive winking to Tahonikepsu (in her comely human form) they voted for her, allowing her to seize power. Bring on the dragon faction! I was secretly really pleased, as I've long had hopes that Amara Li was also a dragon.
-Two party members conducted the ritual. Muahahah.
-Kafar and Nefti are hilarious. Nefti nearly beat an old man gunslinger senseless with his human bane sap while mirror-imaged.

Grand Lodge ****

Played this on the weekend. Ran with a fairly optimised party of six on high tier. We suffered from too much debuffing and not enough damage. Only just got past the brain spiders when time ran out. Reading the mod afterwards, I am confident we could have finished it in it's entirety if there was no hard time limit. The five foot passage with DR'ed up clockwork soldiers was particularly drawn out, even with access to adamantine damage.

Is it just me, or does it seem like an unrealistic expectation for a party to get through all of Level 2 within the time limit? Do people just go numbers savant? Are all the fights reduced to Save vs Death with improbably high DCs? Bonekeep level 1 seemed to be a reasonable ask, but number 2 seems like too many 'slog' fights to eat up time rather than any particular dangers (though the necklace was a nice touch).

There's a message above that says a group of 4 got through all of it within 2 hours 17 minutes. Really?

I would also like an answer regarding where the Bonekeep Malady 2 applies. I assume from the ruling from Part 1 that the Bonekeep maladies only apply to the dungeon, but the chronicle sheet doesn't state this. What's the situation?

From a game design point of view, if Malady 2 applies outside of Bonekeep, it is a great way to painfully punish all non-optimisers who never wanted to touch Bonekeep. You've just corralled all the optimised damage dealer Pathfinder characters into getting a negative boon that will make them go confused and attack their fellow PCs in regular PFS play. For this reason, it is vital that the malady only applies to Bonekeep play.

Grand Lodge ****

As a GM and a player, I like the ITS.
My only suggestion would be to make the text and boxes smaller to get more action happening on one page.

Grand Lodge ****

QUESTION! My good-hearted Ifrit blacksmith put on a certain ring, and now finds himself under a certain magical compulsion...
However, in his roundabout way, he sees that having this magical compulsion will make him a more honest and truthful person in the long-run, and he doesn't actually want the ring removed.
Is he able to keep on adventuring with his Jim Carrey themed ring?

Grand Lodge ****

bugleyman wrote:
Stupid Zen Archers. ;-)

Zen Archers can full attack and bring down fun from any range.

We all know the classic Butthurt One Star Reviews make up 25 per cent of all PFS reviews now. So many entitled whiplash reactions.

I played this today and had a great time. The cursed items brought a *lot* of hilarity and the bodies of the Scarab Seekers had a lot of mystery to them. Adding the carving on Nethys, the burnt man, was a nice touch as well.

Grand Lodge

1 person marked this as a favorite.

Just remember that casting while strapped to a Charging Dire Tiger/Dire Lion/DEX 18 Chainshirt/Shield of Faith bandolier Barkskinned Stegosaurus is violent motion (Concentration 15 + spell level).

Grand Lodge

15 people marked this as a favorite.

Archdruid: Hey guys, thanks for coming.
Druid 1: No probs man. We love what you've done with the grove.
Archdruid: Thanks man. But ah, I have some bad news.
Druid 2: What?
Archdruid: It sounds like because of multiple item enchantments, archetype and bestiary cherry picking shenanigans, all armour will now hinder us when we polymorph into animals.
Druid 1: No way man. My hide armour gets magically absorbed into my body. That's so not cool.
Druid 2: What are you saying? You don't mean that after I give my Prophecy of Doom to the logging camp, I can't turn into a raven and fly away?
Archdruid: Oh sure, you can do that just fine. It's just you need to spend a few minutes removing your armour before you turn into a raven and fly away. Otherwise you will be flying like a bird wearing heavy armour and that would be *ridiculous*
Druid 1: Hrmn. But at least we still get the protections of the armour, right?
Archdruid: Only if you buy Wild armour.
Druid 2: Isn't that at minimum 16,000 gold? Even if you don't take into consideration special materials for heavy armour?
Archdruid: Ayup.
Druid 1: Hrmngh.
Druid 2: Could this be a byproduct of the fact that we as a class are best positioned to gain all the different armour bonuses and stack them willy-nilly?
Druid 1: Not to mention all the strangely worded rulings over natural-natural armour bonus and enhancement of natural armour bonuses?
Druid 2: And the Dexterity 18 Stegosauruses.
Druid 1: Can't forget them.
Barkskinned Stegosaurus Herd, All Wearing Chainshirt Barding with Bandoliers full of Potions of Shield of Faith: *deafening roar*
Archdruid: Sometimes I question my decisions in the forces I have assembled.

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