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Klothar's page

463 posts. Alias of bsongy.


1 to 50 of 463 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Lantern Lodge

Septa's storm burst strikes the choker rattling it's nerves.

The non-grappling choker moves five feet to one side, moving towards the side of his companion but is unable to clear enough distance to avoid reaching over his companion. The second choker, still realing from the storm burts, attacks...

right tentacle: 1d20 - 2 - 2 ⇒ (2) - 2 - 2 = -2

left tentacle: 1d20 - 2 - 2 ⇒ (7) - 2 - 2 = 3

...but misses badly with both tentacles.

round 2

The first choker chooses to tighten it's grip on Septa's neck, trying to break the very bones in his neck...

first choker's damage: 1d4 + 3 ⇒ (3) + 3 = 6

the snaping sensation serving as a painful warning to Septa that he needs to act quickly.

Lantern Lodge

Re 7 sept 05:53 message concerning Septa entering compound.

Lantern Lodge

Inside, after climbing the walls.

Lantern Lodge

Yes. Supernatural abilities do not require verbal component.

Lantern Lodge

You are standing next to the East side of a spring box; a 5' by 5' box of flagstones, 5' deep, filled with watet, the water entering from a fissure at the bottom, exiting by overflowing one rim, flowing downhill, under the stockade.

The checkers are adjacent to Septa. One to the north and one to the south. As I mentioned.

A huge tree, a banyan, grows 30' to the north of the springbox. It's trunk, a cluster of smaller stems, is 15' in diameter. The vine chokers were in overhanging branches before they dropped down. Amounts the vines, they had effective invisibility as long as they didn't move.

The stockade is about 80' by 120'. A log and stone cabin lies at the west of the stockade compound. The spring box lies in the east side of the compound. The entire area inside is overgrown by vines. A closed and barred gate lies to the south.

Lantern Lodge

The vine choker that dropped behind Septa tswings an "arm" made of twisted vines towards Septa 's head, followed by a swing with the other arm.

left tentacle: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
right tentacle: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
left damage: 1d4 + 3 ⇒ (1) + 3 = 4
right damage with critical: 2d4 + 6 ⇒ (1, 2) + 6 = 9
left grab: 1d20 + 8 ⇒ (18) + 8 = 26
right grab: 1d20 + 8 ⇒ (7) + 8 = 15

Two gashes are opened oo Septa ' s cheek and forehead, but he is more concerned about the left "arm" of the creature wrap around his neck. Septa is unable to speak. He knows that he can hold his breath for a while but he is unable to speak, unable to form even the simplest magical syllable.

Septa can see however. It is apparent to him that the creatures, with their ten foot long "arma", intend for both to gain a strangling hold, then back up so that Septa is held between them,unable to reach the main body of either creature, and hold him there until he dies from damage or aphicsiation. The fact that there are two of them, each of them a tracking with two limbs, limbs with a 10 foot reach and they have an incredible natural skill with grappling, far better than Septa, he realizes that he is in dire danger!

The other creature looks ready to attack.

Lantern Lodge

The water is fresh and cold. As Septa rises to stand, he places his hand upon a vine on the tree. The vine suddenly transforms into a humanoid shape as it falls A second humanoid shape forms from Vines in the tree and jumps down to flank Septa.

no attacks in the surprise round
round. Roll initiative

vine choker 1 initiative: 1d20 + 6 ⇒ (3) + 6 = 9

vine choker 2 initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Lantern Lodge

Septa sees no activity hole watching.

When trying to enter, hediscovers that the stockade gate is closed and barred. The only way in, apparently, is to climb over.

Lantern Lodge

It is about two miles up the footpath, but it is a gain in altitude of about 800 ft. Septa reaches the top, out of breath and sweaty after a four hour hike, at one pm.

In the heat of the sun Septa sees a well built timber stockade surrounding ding a small Lodge in a clearing of the jungle growth on this mountain top. The stockade walls are made of sharpened wooden stakes 7 feet tall. Septa is able to see inside through gaps between the stakes. Vines wrap and strangle a great the that rises next to the lodge blocking light from above. Besides it is a bubbling spring.

Lantern Lodge

Septa finds that the maize field is about 2000 feet east to west and, as he reaches the western edge he can see that the field extends about 3000 feet north to south. On the west edge there is a band of jungle at the base of the mountain, but a strip of knee high grass runs between the maize field and the jungle.

Septa can now see the bottom of the footpath leads to a fork, with one branch leading to the north end of the maize field and the other branch leading towards the North end of the island.

To the west north west, on top the mountain, at the high end of the footpath, nearly two miles away, Septa can see a building of some kind.

Lantern Lodge

To the west, the Highlands rise steeply, so steeply that technical climbing would be required. Up high on the escarpment, Septa can see a footpath that meanders with switchbacks, reaching the jungle about 3000 feet to the North.

Septa stands on the south edge of an abandoned maize field, the plants reaching above his head and blocking vision both to the north and the immediate east and west.

To the south, East and North East the beach extends.

Lantern Lodge

septa travels Northward, the spine of mountains Westward to his left, a broad beach stretching Eastward and Northeast ward to his right. After about 1000 feet, Septa approaches a grass area at the edge of the jungle.

Septa sees that what he mistook at first for tall elephant grass, he realizes it is actually an overgrown field of maize. The crops have gone wild, creating a high barrier wafting gently in the breeze.

Lantern Lodge

Septa makes it to the beach a large flat expanse of sand with little or no cover. He drags it up above the high water line. It looks at the two barrels, in the 400 meter distance to the north where the nearest edge of the jungle is.w

Lantern Lodge

Septa makes good time, as he passes under the cliffs of the promontory. Substances that wave action has carved overhangs and caves at the base of the promontory. Beyond the promontory the coast turns northeast and then late then curving to the east northeast. From the promontory the land quickly slopes down to the sea with the rocky portions becoming smaller and more gradual to eventually opening to a long broad sandy beach. Be on the beach septic and see that the north side of the island is covered by jungle.

Lantern Lodge

Balik attempts to approach unheard and unseen and listen in on the conversation.
please feel free to make rolls for Balik. It is difficult for me to access character sheet from this phone.

Lantern Lodge

As he rows Eastward, Septa sees the coast remains rocky and turns south eastward, towards a promontory to the southeast. Beyond that, the coast turns back northeast but sight of that portion of the coast is blocked by the promontory cliff.

To the south of South by South West, Septa sees the rotting hulk of a shipwreck leaning, stuck of the coral reef. Septa s path will take him between the shipwreck and the island.

The treacherous current continues. please make another profession sailor check at DC12 to retain control over the boat.

Lantern Lodge

Septa immediately recognizes that strong current will be difficult to handle the craft, especially for a craft designed for a larger crew.

DC12 Profession(sailor) check to keep the boat from being pushed in the wrong direction, possible onto the reef or rocks

The island is sizable, longer in the east west direction than in the north south direction. The west end of the island is dominated by a solitary, rocky Mountain peak, which drops directly into the ocean. The entire western coast is a solid cliff face, the surf beating rocks at its base.

Septa has a choice. Attempt to brave the surf and scale the cliff. Follow the southern coast eastward. Or follow the northern coast eastward.


Lantern Lodge

Acting like it's the most natural thing Balik dumps the remains of salt onto the counter top pushup it into a tidy pile. He then takes the empty salt dish and fills it from his mug. Finally he puts a bit of bread and the vegetable leaf nearby.

Trying to look as nonchalant as possible, Balik looks up at the bartender. "What?"

Lantern Lodge

"Quit ya belly achkin! And get Goin or I will drop you right now" says Captain Plugged drawing a pistol, one of the pistols missing from the Wormwood, and leveling it at Septa.

"There are two boats. Go! And be back in time or we are stranding your cursed hide! Go! To hell or the island, GO!!!!"

Lantern Lodge

Sorry that the critical is wasted.

Lantern Lodge

Captain Plugged denies Septa s request to bring along more people, but Cog and Owlbear get the cutter loaded with two empty barrels and Septa footlocker.

The cutter is a large rowed vessel It can seat six people, including three rowers and a tills man. A mast and sail are folded and lashed in the bottom.

Septa remembers hearing about a Chelish scouting vessel, the Internus, which ran aground on Bone wrack Island when the Captains shock Marines, several ghouls, turned on the crew. A few of the crew escaped to tell the tale. That is all Septa knows.

The water here is crystal clear and Septa can see the ring of coral reef that surrounds the island, varying between five and twenty five feet below the surface. The reef cause the waves to break into a heavy surf; within the reef the island is surrounded by treacherous currents. The island lies about 400 yards to the East of the ship.

Lantern Lodge

Cog and Owlbear load the shops boat with two empty thirty gallon barrels and lower the ships boat.

Septa has about ten minutes to make any preps for departure or take any action.

Lantern Lodge

the ships suddenly jars as it runs up on a reef. After thirty minutes of activity Captain Plugged announces "All hands! Wr are stuck fast and hulled though the bilge pump is keeping ahead of the leak. Everyone over the side to rig a sail as a patch. You...YOU....Septa.. Take the ships boat and fetch water from that island eastward. Chart calls it Bone wrack Island and the chart shows it plenty big enough for fresh water. It will take a day and a half for repairs, and we will be leaving at the first high tide after to make for kara..I mean Port Peril. Port Peril, just like Captain Harrington ordered. In any case, be back in forty eight hours or you will be left, marooned here."

Lantern Lodge

Cog replies "Aye. Grinds lows are a might hard to hit, but bein' wee lads it takes but a tap to do them in. It's thar tentacles they Ave step o feet though that I hate. Like willing eels they trip ya if they can."

Lantern Lodge

Knowledge Dungeoneering roll please

While Septa thinking,the first bank has several crewmembers home barrels up from the hold onto deck. The first thing shows the captain that the barrels have been tampered with. The water barrels have been broken allowing almost all the water to leak out. The one barrel of hard tack when opened is found to contain thousands of small tentacled creature no bigger than thumbnail each; all of the food is contaminated.

the captain announces that's a terrible shame far and female roommates. But there's nothing to do about that. Wecwill be making for land to gather water in provisions carpenters get to working on these water barrels repairing them septa and cog dump this hardtack over the side.

as the crew gets to work the ship turns and headed north west. After about 15 minutes septa Spy something in the water. Snagging it with a book book he sees that at some point. Sandaras boot. She must have come this way.

Lantern Lodge

The healing surge was sorely needed and does a lot more good than
Sawbone's bandages and poultices.

Septa meets up with Cog, as crew members discuss the battle. Its apparent from the quickly clearing skies that the storm was somehow summoned by those creatures.

Cog reports that they seemef quiye adapt at climbing to the masts and yardarms; their sucketed tentacles grabbing a strong hold even on wet wood.

Others report that oft tripped crewmembers with their tentacled causong some tofall to the deck.

After listening to the Captain question Cursewell it is quickly determine what they wete after. They seized all of the female crew, escaping with all but Cursewell.

Upon hearing this Septa looks about and confirms what he suspected. Sandara os not on board. She has been taken.

Lantern Lodge

Septa's deeply wounds the humanoid previously injured by Kippers dagger and the humanoid collapses.

As Septa moves toward the bound Cook's Mate Rosie Cursewell, the other humanoid follows Septa and attacks from behind....

humanoid to hit with Trident: 1d20 + 2 ⇒ (9) + 2 = 11

...but the trident passes over his shoulder.

Fipps and Kipper move up behind the humanoid and attack with cutlasses...
Fipps to hit: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Kipper to hit: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Kipper damage: 1d6 + 1 ⇒ (6) + 1 = 7

...Kipper gains a flanking position and drives his cutlass through the creatures back.

Septa looks about and sees that the enemy has fled the ship back into the ocean. Above the gale which had raged for three days dissipates within minutes, suggesting that it was of magical origin.

The crew begin coming down from the rigging and the ships surgeon begins using his healing skill to bandage the wounds of the crew. Six of the goblin-octopus creatures plus two of the fish-like humanoids were killed, and while the majority of the crew are injured none of the crew were killed.

Questions? Actions?

Lantern Lodge

The aquatic humanoids lunge at Septa as he comes up the stairs...

1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (17) + 2 = 19
...but Septa dances between their thrusts.

Fipps Chumlet charges up after him, swinging a cutless.
1d20 + 3 ⇒ (8) + 3 = 11
...and misses with a wild swing.

Kipper, still on he staircase,throws a dagger...
1d20 + 4 ⇒ (16) + 4 = 20
1d4 + 1 ⇒ (2) + 1 = 3
...striking one of the trident wielders.

Now on the deck, Septa can see a fight raging on the aft deck as well as in the rigging. This round though, dozens of the humanoids begin retreatinh into the ocean.

The humanoid with the staff scuttles on his tentacles and jumps overboard.

All of the humanoids on the far side dive into the water with another crewmate, lwaving one crewmate tied up on the deck.

Septa turns to face the two trident wielders, who dont seem ready to flee.

Lantern Lodge

The other two sailor ready their weapons on the gun deck, but do not look like they intend to push past Septa and storm the deck.

Lantern Lodge

Balik destroys the dogs body using repetaed castings of Acid Splash, not wanting to leave an infected carcass on the road.

Making sure the dog collar and crossbow bolt are clean, he puts them away....

...looks upward to judge the time of day and the outlook for the weather, and checking that he is heading in teh right direction...
Survival roll, weather: 1d20 + 7 ⇒ (4) + 7 = 11
Survival roll, navigation: 1d20 + 7 ⇒ (11) + 7 = 18

...and sets off back down the road, examining the collar...
Unskilled Appraise check: 1d20 + 0 ⇒ (10) + 0 = 10

..before putting it away and picking up his pace to a jog, still trying to put some distance between himself and the farm.

Lantern Lodge

Damage from Ice Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Concentration Check for Staff Wielder: 1d20 + 5 ⇒ (2) + 5 = 7
Damage from Call Lightning: 3d6 ⇒ (1, 4, 1) = 6

The ice dart leaps from Septa's hand, striking the humanoid with the coral staff. Instinctively flinching, the staff wielder loses control of the magical force being formed with his free hand; in response a lighting bolt, from the storm clouds, strikes the main mast charring it a bit but doing no serious damage, but missing the intended target on the Aft Deck completely.

In the flash of the lightning, for a brief instant, Septa can see that the humanoids are not like the scaly fish like humanoid he saw on the stairs below. The humanoids here are small, almost goblin-like, but lack any legs, instead walking upon a mass of tenticles.

Roll Knowledge Dungeoneering to identify these creatures

Septa can also see that the six figures at the far gunwall are similar, and the three large bundles they are carrying tied and unmoving crewmates!

The flash fades and the creatures on the far side fade into the blur of rain and darkness.

A shot rings out from the Aft Deck, dropping one of the creatures. Two of the creatures push the crew member over the side and jump in. The other three continue to struggle with their two crew members. There is a flurry of crossbow bolts fired at the three, but with the weather conditions none of the bolts hit.

The caster looks to be trying to regain control of his spell, while the two humanoids at the top of the stairs remain, waiting for you to step into range so they can stick you with their tridents.


Lantern Lodge

Peering topside, Septa sees two of the humanoids, armed with tridents, guarding the top of the hatch. Ten feet behind them another humanoid, armed with a staff of coral, is chanting in gesturing toward the aftdeck. On the far gun wall, six more humanoids, each carrying a large bundle over their shoulders, prepare to slip over the side. Without getting in range of the tridents, Septa can not see the rest of the deck, but he can hear the sounds of fighting, including a pistol shot.

The trident wielders see Septa but are not making any move down the stairs or to throw the tridents. Instead the stand there, ready to Repel any cjarge.


Lantern Lodge

The two other crewmembers are up and out of the bunk. Septa, peering around tje hatchway sees a strange humanoid with scaly skin, like a fish, lying dead on the gun deck landing. From topside comes the sounds of fighting, swords clashing, a pistol shot, and a loud electrical CRACK that shakes the whole ship.

Lantern Lodge

Do you have Balik's spells known list?

Lantern Lodge

The storm rages, only increasing as night falls. Septa, along with almost all of the crew, is sent aloft into the rigging, moving along wet spars, furling and unfurling sails,following the captains shouted orders as he desperately tries to drive the ship out of the storm.

After sixteen hours, the storm has increaded to a gail,the fight continues against the storm, but crew are sent below to grab a meal of hardtack and catch two hours sleep. Around 2am, Septa and three others sre sent below.

Septa sleeps fitfully but awakens with a start at the sound of the ships bell being rung. A muffled cry, damped by the storm and two decks, "Action! Repel boarders!"

Septa sees two of the crew in their hammocks,oblivious to the alarm in sleep. The third lies as the base of the stairs, cutlasd in hand, but glassy eyed, rigid in magical paralysis.


Lantern Lodge

Make a perception check for Septa.

Lantern Lodge

With his wounds from the lash healed before goinung to bed, Septa manages a decent amount of rest and refreshed his prayer.

After the below deck conversation with his friends, Septa heads up to the dexck to great the third morning on Man's Promise.

Septa is assigned repairing knot work, splicing lines and cooling the lines after repair.

First Mate Scourge keeps a constant attentive eye on Septa.
For the first time since being Sganghaied, Septa finds himself working with Sandara and Cog.

Work diligantly, sneak of to another part of the boat or shirk your duties and get extra rest?

DC12 Profession(Sailor) or Strength to do job well; DC 12 CON to avoid exhaustion

Cog has profession(sailor) +4; strength +3; con +2

Sandara has profession(sailor) +8; strength +1; con +0

Lantern Lodge

Sandara replies "Mag. They are storm terms. My sunrise said they Chase storms and eat the lightning."

Septa thinks back to his grandfather and remembers being told red skies in morning brings storms.

Lantern Lodge

Upon hearing of the Easterly course, Fishgits Ambrose comments. That he knows the stormwracked islands. "I would think we are headed to Blood Cove,or nearbouts, a port on the Mwangi Expanse. I don't much to interest Plugg in Blood Cove, but on a island to west is Rickety Squibs, a secret dry dock that specializes in aSquibing, altering ships so they have a different appearance. Do you think he intends to squib Man's Promise? For what purpose?"

Later everyone gets to sleep early.

On waking Septa sees the sun rising in a blood red sky, and two Sea Terms nesting in the upper spar.

Survival DC 15

Lantern Lodge

Along with Septa, Ambrose, Shortstone, Owlbear, Slippery and Badger all recieve one lash with the Cat O Nine Tails for not meeting Captain. Plugg's standards.

damage to Septa from the lash: 1d4 ⇒ 4

Most of the crew are exhausted from the days work.

There is no socializing in the evening, the crew unannimously choosing for extra rest.

As Septa heads below, he suddenly notices the setting sun. It's in the wrong place in the sky. If the Man's Promise was heading to Port Peril, to rondevous with the Wormwood, as Capt Harrigan announced, the ship would be heading Southerly.

Instead Man's Promise is heading roughly due East, toward the Mwangi Expanse.

Knowledge Local DC 17

Lantern Lodge

The next day, Septa is back working in the bilge.

dc12 strength to do a good enough job to avoid the lash. Dc 12 constitution check to avoid exhaustion

Coming up on deck to dump out a bucket of refuse that blocked the bulged inlet, Septa gazes up at the sun.

dc 15 profession sailor or survival

Lantern Lodge

Cog, obviously still with a hang over, grimices and wryly says "Yeah. Great to be here."

Cog goes and hangs on the deck rail.

Shortstone replies "They didn't seem like they wanted a fight. Just tryin to intimidate us and such. They seem surprised that we weren't cowed by them. As soon as we showed a willingness to figjt, they backed down. Sandara and I eventually figured how to barricade the door though the lock was broke. Well baracade tonight. I think well be okay, for now."

Cursewell says "No other pistiols amoungst the Wormwood crew either...well, except for the four that went missing. The ones you were accused of stealing...remember? As far as I could tell the shhots were in the face and the back. The powder burned the skin pretty bad too."

Going back to examining the candle, Septa realizes he has seen one before, on the desk of a Justice of the Peace in Riddleport. Under arrest for vagrancy, the fat justice demanded a 10 gp bribe or the case would go to trial. "And this candle of truth will insure the facts come out". You, being guilt of many other crimes, chose not to test the power of the candle, and paid the bribe.

Lantern Lodge

Septa casts detect magic, and finds that one and only one of the candles is magical.

spellcraft roll to identify

While Septa is examining the candles, Cog comes stumbling down the stairs.
Seeing Septas surprise, he explains "Got drunk and picked a fight with one of the Rahadoumi. The Captain through me off the Wormwood. I think. Been sleeping away the drunk since."

Cog will watch out for any most people, while Septa finishes examining the candles.

The next morning Cog is assigned to the lines.Cursewell is back to the galley. The rest of Septa friends are assinged as deckhands.

Sandara is quiet with an angry expression, but says nothing. Shortstone shirks his duties and comes to talk to Septa. "Captain Plugg and Master Scourge tried to bugger Sandara and I last night. They tried intimidating and ordering, we responded with a few spells and prayers for sanctuary. It was a standoff but when we showed we were willing to draw steel on them, they gave up. I don't think they expected us to put up a fight."

fort roll for avoiding fatigue while working in the bilge

That evening your gang gathers for memoralizing Giffer. Septa is looked to say a few words.

After Septa finishes, Cursewell speaks up: "I prepared Giffers body. Wrapped in sailcloth I did. I saw, she only had two wounds. No cuts, just two pistol shots. I have a question. I summary see any Rahadoumi with pistols, did ya?"

Lantern Lodge

That evening Man's Promise follows the same pattern as the Wormwood, heaving to and dropping anchor in shallows near a reef. Kroop, still serving as ships cook, brings a meal of boiled beef and carrots, fresh a0plea, milk and wine; "Thanks to Rahadoumi stores

While the crew is hanging their hamnocks in the crew area, Captain Plugg comes down the ladder.

"Sandara. Shortstone. You'll bunk in o."fficers country, where I can keep an eye on you. I'm not going to have any trouble on my ship."

In his hammock, Septa realizes that he hasn't examined the candles yet.. And that Kroop has not found the spyglass yet, but he is bound to find it eventually. Finally, when he rises he will have to decided what spells to pray to Besmara for.

Septa is I'm a new world, with new dangers

Lantern Lodge

Septa heads over to Man's Promise and stowed his gear. The ship is still quite a mess and Master Scourge orders him to Join the rest of the crew in preperations for departure.

Within the hour, the ship is underway, the Wormwood just a tiny dot on the horizon.

Lantern Lodge

Xp total was incorrect

Add +2533

Septa levels

Lantern Lodge

+1267 XP

What is the total? I don't have my records here.

Lantern Lodge

"I ain't sure. Da Pirate Queen told me to giv ya dis in a dream."

Lantern Lodge

While Septa is gathering his footlocker, Grok stops him. Strangely the half-itch looks as if she has been cryiing. "You da only one ever been nice to me. Theres goin to be trouble for tag.. I feel it. Take this its the only ting I can think to help ya with.". She hands Septa a metal box with five candles in it.

Lantern Lodge

Xp coming once I get you onboard the promise.

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