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Krumthi's page

Goblin Squad Member. Pathfinder Society Member. 144 posts (1,487 including aliases). 1 review. No lists. 1 wishlist. 1 Pathfinder Society character. 14 aliases.


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Grand Lodge

@Nohwear Any chance of allowing an Aegis? http://www.d20pfsrd.com/psionics-unleashed/classes/aegis

Okay so I forgot to mention Psionics are off limits, Sorry.

@Brass Legionary http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp /skinwalkers-10-rp#TOC-Weretiger-Kin-Fanglord

At this time I think that I am going to have to say no on this as well, but please feel free to submit something else

@Everyone
Okay so I forgot NO PSIONICS at all. I am seeing some Very Good submissions though.

Grand Lodge

okay Since we have a couple of things going on there I would like to play the Cleric she is here Kryanda

I just have to change a background and I should be good, otherwise please let me know GM sir.

Grand Lodge

I PM MichaelCullen early this morning and I haven't heard back from him yet, I hope that he decides to go thru with this. I would be there will Bells on.

Grand Lodge

I'd Love to finish a pbp of Skulls and shackles, I have been in a couple and they have all flopped after the first book

I have several things that I would like to try out for this as well,

Titan Mauler
Cleric of Calistra
Rouge ( Swashbuckler )
Gunslinger
etc

Grand Lodge

IS recruitment still open for this? If so, I have an idea that I would like to try out, I understand that there are no jedi which is cool at first but what about a force sensitive Ewok?

Grand Lodge

Krumthi
Male Elf Rogue 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20/×2) and
. . heavy mace +1 (1d8+1/×2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 15, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Dodge
Traits child of the streets, fencer
Skills Acrobatics +5, Appraise +6, Diplomacy +5, Disable Device +6, Escape Artist +5, Perception +7 (+8 to locate traps), Sense Motive +5, Sleight of Hand +6, Spellcraft +3 (+5 to determine the properties of a magic item), Stealth +5, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ elven magic, trapfinding +1
Combat Gear Caltrops; Other Gear Lamellar (leather) armor, Dagger, Heavy mace, Backpack (1 @ 5 lbs), Bedroll, Belt pouch (4 @ 3 lbs), Chalk, Flint and steel, Grappling hook, Rogue's kit, Thieves' tools, Torch (10), 26 GP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Torch - 0/10
--------------------
Special Abilities
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Grand Lodge

DM Beckett wrote:

Torean -> Inquisitor 1

Zane -> Magus 1
Maaarv -> Alchy 4
Gunner -> Fighter 1
Krumthi -> ?

Maybe's (as in I'll get you in a game, but might be the other, maybe both, but I'd like to give other people a chance to play in one if they are not at all first)
Gryne
Thovar -> Cleric 1

** spoiler omitted **
I don't mind new players at all, and I hope that I can give you both a good game and an intro into PF/PFS/PbP (whichever apply). PFS is mostly like any other PFS game, with a few basic changes in order to make it viable as a world-wide sort of home game. Things that make it possible for you to take your character to any other PFS game and be able to jump in. So certain things are just universally not allowed, house rules are kept to a minimum, and there are some assumptions.

A few of those are that you are a member of, work with/for, or are somehow a part of a small group called the Pathfinder Society, and have an interest in exploring <adventuring>, working with a team <no player vs player stuff>, and reporting back <taking a few notes, and doing things that would help the Pathfinder Society in general>.

Two free roducts will help.
the Guide to PFS Organize Play

and the Additional Resurces, with a link near the bottom of the paragraph for a PDF of it.

it would be the the PFS.

I have played on here before, I have played other places online and I have played many time IRL. So the society is what would be new for me, I joined a long time ago but never had the chance to do anything with it. I am going to Gen-con this year so I wanted to be able to play there.
I am thinking that I am going to start a rouge from what it looks like on the boards, and that it the type that I am most comfortable with anyhow. So if you would have me. I will get the stuff together tonight when I get off of work.

Grand Lodge

I am going to DOT here, I have to get my char ready, I haven't played in PFS society yet, I have a char concept but I will have to get it Society ready. I can do that by EOD tonight.

Grand Lodge

GM Sorry it took forever for me to get this. I have had Kids and life to deal with over the weekend.

Backstory for Harvey Dagger

Born on a pirate ship. Raised by Jackson "white beard" Dagger, and mother Jackie "loose goose" Dagger. White beard was a lesser known pirate who for years before having his own ship worked for some of the fiercest pirates of the Shackles. From the age of 12 he was exclusively on pirate ships. He spent many of years in the rigging and swabbing the deck. He was taught the ways of the gun by his dad's ship's gunner Jakes Magpie. He was one of the best gunners in the shackles. After his father was killed he lead the ship for a while. His mother became ill and he gave the ship off to his first mate Crowly Yanker. He spent 3 years at his mothers side while she was ill. After his mother died he went back out to sea to find his ship. While on a raiding party the ship that he was on was attacked by the Smiling Bastard. his ship quickly over powered our little crew and he press ganged us into service.

Before the mutiny happened he made some really close friends and helped out with that mutiny .
5 first level NPC crew members
-----
Roger "Tall Tide" Timbers Elf Rogue (Pirate) 1
Mazie "One-Eyed" Gummo Gnome Alchemist 1
Jonas "Bearded Beast" Jinx Dwarf Cleric 1
Tris "Loud Limey" Shiver Half-Elf Wizard 1
Mary "Jolly Roger" Tripps Human Fighter (Archer) 1

Grand Lodge

I'll have a back story up later tonight. I am busy with my kids but I will try to post it as soon as I can backstory

Grand Lodge

Harvey Dagger:

Harvey Dagger
Male Human Gunslinger (Buccaneer) 5
CN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection)
hp 34 (5d10)
Fort +4, Ref +7, Will +1; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
Resist electricity 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee cutlass +5 (1d6/18-20/×2)
Ranged pistol +4 (1d8/×4) and
. . pistol +4 (1d8/×4)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 10, Int 14, Wis 11, Cha 16
Base Atk +5; CMB +5; CMD 19
Feats Far Shot, Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Reload, Sea Legs, Two-weapon Fighting
Traits besmara's blessing, black powder fortune
Skills Acrobatics +10 (+6 jump), Bluff +5, Climb +7, Craft (firearms) +8, Handle Animal +9, Intimidate +13, Knowledge (local) +7, Perception +9, Profession (sailor) +9, Sleight of Hand +8, Swim -1
Languages Common, Orc, Sahaugin
SQ deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge, deed: pirate's jargon, deed: seadog's gait, deed: utility shot, exotic pet, grit, hero points, liquid courage
Combat Gear Potion of barkskin +2, Potion of cure light wounds (2), Potion of invisibility, Potion of water breathing, Liquid blade; Other Gear +1 Eel Hide Studded leather armor, Cutlass, Firearm bullet (50), Firearm bullet, silver (5), Pistol, Pistol, Ring of protection +1, Backpack (empty), Bandolier (empty), Bandolier (empty), Bedroll, Flint and steel, Gunslinger's kit, Gunsmith's kit, Powder horn (empty), Waterskin, 2565 GP
--------------------
TRACKED RESOURCES
--------------------
Besmara's Blessing (1/week) - 0/1
Firearm bullet - 0/50
Firearm bullet, silver - 0/5
Grit (3/day) - 0/3
Grog - 0/2
Liquid blade - 0/1
Liquid Courage () - 0/0
Potion of barkskin +2 - 0/1
Potion of cure light wounds - 0/2
Potion of invisibility - 0/1
Potion of water breathing - 0/1
--------------------
Special Abilities
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Black Powder Fortune When wielding a firearm, +2 to saves vs. curse, fear, and emotion effects.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pirate's Jargon (DC 15) (Ex) Target must save or become confused for one round.
Deed: Seadog's Gait (Ex) Spend 1 grit point to ignore difficult terrain until end of turn.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Exotic Pet (Ex) Gain evasion when pet is within 30 feet.
Far Shot Halve the range increment penalty for extended range.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Liquid Courage () Gain grog points that can be used in place of grit points.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.

--------------------

Jackson the monkey:

Jackson
Male Monkey
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 17 (1d8)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +9 (1d3-4/×2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +5; CMB +5; CMD 11
Feats Weapon Finesse
Tricks Break Out [Trick], Burglar [Trick], Come [Trick], Fetch [Trick], Maneuver [Trick] (Steal), Seek [Trick], Sneak [Trick]
Skills Acrobatics +18, Climb +18, Handle Animal +0, Intimidate +2, Perception +9, Sleight of Hand +7; Racial Modifiers +8 Acrobatics
SQ break out, burglar, hero points, improved evasion, sneak
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Climbing (30 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.

Grand Lodge

If the GM will allow, I am going to do a 5th level human Gunsliger with the Buccaneer Archetype.

I'll have that posted tonight

Grand Lodge

I'll dot here, I will think of a char and have him ready later tonight.

Grand Lodge

I am interested in playing any of those listed above.

Grand Lodge

Krumthi wrote:

Here is my final submission minus the background, I will get that up when I get to work later today

** spoiler omitted **...

Bahram Horsethief:

as a kid, Bahram was always a loner, and always loved nature. He spent most of his time alone with the animals on the farm. He came across this horse one day while he was just wondering along, He saw how abusive the pervious owner was to this young horse. He carefully watched and found out where the horse was stabled the next night. He went and freed this horse who is now his compaion. This horse named Copenhagen.
He eventually came across a a group of druids that took him in and taught him the ways of nature.

Now that it is his time to explore the world, he has come to create his own grove and create something more maybe.


So that Finalizing him up here, GM, Sorry for the multiple post but this week is heck here at work.

But normally I can post multiple times aday. The only thing is with me is weekends, because I do have kids that it is really hard for me to post on the weekends but I try. I can not promise about those but I try.

Grand Lodge

Here is my final submission minus the background, I will get that up when I get to work later today

Char:

Unnamed Hero
Male Human Druid 1
CN Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee scythe +2 (2d4+3/×4)
Druid Spells Prepared (CL 1st; concentration +4):
1st (2/day)—obscuring mist, cure light wounds
0 (at will)—purify food and drink (DC 13), read magic, enhanced diplomacy
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Boon Companion, Eschew Materials
Traits child of nature, horse lord (kelishite), pioneer
Skills Handle Animal +5, Heal +7, Knowledge (nature) +8, Perception +8, Ride +0, Spellcraft +5, Survival +9 (+11 to find food and water)
Languages Common, Druidic
SQ hero points, nature bond abilities (horse, horse), spontaneous casting, wild empathy
Other Gear Hide shirt, Scythe, Backpack (empty), Belt pouch (empty), Bit and bridle, Druid's kit, Riding kit, Saddlebags (empty), Spell component pouch, 76 GP
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Horse Lord (Kelishite) +2 bonus on Handle Animal, +1 bonus on Ride checks with horses
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
----------------------
Horse
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 14 (+1 Dex, -1 size, +5 natural)
hp 13 (+4)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3/×2) and
. . 2 hooves +3 (1d6+3/×2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Improved Natural Armor
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Work [Trick]
Skills Perception +5, Stealth +1
SQ combat riding, hero points, work
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Grand Lodge

So here is my Intrest Dot. I will flush it out a little more when I have time but here are some of the important things

Character:

Name: Bahram Horsethief
Race: Human
Class Druid
Stats:
STR 14
DEX 14
CON 14
INT 12
WIS +2 16
CHA 13
----

Traits:
Pioneer ( Campaign )

You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.

Benefit You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Horse Lord

You grew up horse racing along the plains.

Benefit You gain a +2 trait bonus on Handle Animal checks, and a +1 trait bonus on Ride checks. This trait applies only to horses.

Child of Nature

You have been blessed by the God of Nature to be as comfortable in the wilderness as you are at home.

Benefits: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

God
( Ashava )http://pathfinderwiki.com/wiki/Ashava

Personality:
i'll get to that in a bit.

Grand Lodge

I haven't got my entry in yet, but I am going to try to start today with it. I will be posting some of it later today.

Grand Lodge

I am going to dot here, I am going to check my information on this AP.

I have never played it I have the players guide downloaded, so I am going to look at that tonight

Grand Lodge

I am going to Dot for interest. I have to get my stuff together tonight when I get home but I should be good.

Grand Lodge

Cap. Fox I am going to submit something later tonight, Sorry for coming in late but did not see it till now sir.

Grand Lodge

I should be able to do it by the EOD today hopefully.

Grand Lodge

I am going to ping with interest. I would like to play, I have to get a char up to that level and get something started but I will post for this later tonight with a submissions

Grand Lodge

oh, I will DOT for intrest here, I will play a Fighter, two weapon fighter
I will get all the information up later tongiht when I am home from work

Grand Lodge

********Krumthi's Submission*******

Drake Ghosthowl:

Drake Ghosthowl
Male Human Gunslinger (Mysterious Stranger) 1
NG Medium Humanoid (human)
Hero Points 1
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Double-barreled musket +3 (1d12/x4) and
. . Double-barreled pistol +3 (1d8/x4)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 14
Feats Cosmopolitan (Stealth, Disable Device), Gunsmithing, Improved Initiative
Traits Child of the Streets, Killer
Skills Acrobatics +5, Climb +0, Craft (firearms) +5, Disable Device +5, Escape Artist +1, Fly +1, Knowledge (engineering) +5, Perception +4, Ride +1, Sleight of Hand +6, Stealth +5, Swim +0
Languages Catfolk, Common, Dwarven, Gnome
SQ deed: deadeye, deed: focused aim (+4), deed: gunslinger's dodge (+2 ac), grit, hero points
Other Gear Hide shirt, Double-barreled musket, Double-barreled pistol, 150 GP
--------------------
TRACKED RESOURCES
--------------------
Grit (4/day) - 0/4
--------------------
Special Abilities
--------------------
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+4) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Killer Add weapon's critical modifier to its critical bonus damage.
--------------------

Five background and concept elements important to Drake Ghosthowl

1.I had always grown up on the streets and was always hiding from the law and other vagabonds, I never really considered myself a thief just a lone stranger who was always alone ( Child of the Streets)

2.I had to prove himself at a very young age. he was being terrorized by a couple of bullies. I ended joined up with little band of other children and we banded together and I ended up killing a local baker (Killer)

3. Since I was alone on the streets I needed to learn the skills that would keep me alive ( Cosmopolitan Feat ( Stealth and Disable Device). So I took up some dishonorable skills that ended up helping me in the end.

4. I have always been quicker then others on the draw. I have learned how to anticipate the foes movements and actions before they even knew what they were doing (Improved Imitative)

5. I had finally come to my own when I stole a gun from a local shop and learned how to shoot. This was something that had changed my life. I started a life as a mercenary and then ended up my way on to the Royal Homeland Constabulary after many years of trying, ( Class Gunslinger). I still like to keep myself and only take small limited groups or solo missions alone. ( mysterious Stranger)

Two goals that are important to Drake.
1. I have has since become a tinker since he joined, I have never talked too much to anyone except my machines. I have designed one that fires a single barrel pistol when commanded. (Technologist)
2. I know that one day that I will again meet that girl that I saw and that I will end up living a simple life.

Two secrets about Drake, one that he knows, and one that he not yet aware of.

1. (known) I have a bad habit of using Fey Pepper, I have been using it since I was a boy.
2. (not known) I had a lover in the past and I believe that I am a father, I am not 100% sure because I haven't seen Katrina in such a long time, I have tried on occasion to see her, but I have not been able to find her. Last I knew she took a ship out to (Current Location) and I followed her. I want to find out if I am a father or not.

Four people that are tied to Drake, three are friends and one is an enemy

1. Katrina, Former Lover, she was the only person whom really I cared about at all. I told her things about me, and she is the reason why I started using Fey Pepper is to get a glimpse of her.

2. Robo. Robo is my (Disposable Simulacrum. Theme Feat)He is the only thing that I care about at the moment, I talk to him like he is a human being and he is my only true friend

3. Raskle (barkeep) During my Childhood, this old fellow let me hold up in the bar when the weather got really bad, he was like a father figure but only when his needs suited him. I was there for him when I could be but now, I travel and send him coin every once in a while and I go and check up on the old man.

4.(enemy) I made one enemy in my entire life that I have not killed yet, and that is Kylar Stern. He is an evil assassin who I have been trying to kill for years, he is a sly fellow, and the reward on his head is high enough, that the one time that I did find him, I missed the shot. I vowed to kill him as he has vowed to kill me, Luckily in the past 3 months I haven't heard hide nor hair of him.

Three memories, mannerisms or quirks Drake possess

1. I am very obsessive about my guns, I have been known to as soon as a fight is over to get out my cleaning kit and make sure it is cleaned and oiled, and reloaded.

2. My hands have to be doing something, I am always fiddling or cleaning or working on my little side projects, I have things kept all nice and neat.

3. I will only speak when spoken directly too. I never offer my option on what matters to others unless asked, and I will only choose whatever suits my need not the correct need. I am subtle yet almost rude to other people

*****************
FEAT Discription
******************Disposable Simulacrum (Theme Feat)
You pull out a pre-assembled gadget, tie it to your life force, and animate it so it can
recreate one of your fighting techniques.
Benefit: You gain a contraption. When deactivated it weighs 5 lbs. and can fit in
a pouch or pocket, but as a standard action, you may activate the contraption
and place it in an unoccupied adjacent space, at which point it becomes a Small
creature. The contraption has the same AC and saves as you, hit points equal to
one-quarter your total, and the construct subtype.
You can deactivate the contraption as a swift action. If reduced to 0 hit points,
the contraption is automatically deactivated and you must spend an hour making
repairs before you can activate it again.
Choose a single task that you can normally perform as a standard action, such
attacking with a specific weapon, casting a specific spell, moving, or directing a
mount. As long as the contraption is within 30 ft., you can spend a standard action to
have the contraption perform the chosen task. Spells cast through the contraption
count towards your daily spell limit as though you cast the spell. The contraption
cannot move on its own, unless you choose a task that involves moving (such as
carrying gear or charging), in which case the contraption moves as if it has a speed
of 20 ft.
Since it is a simulacrum, the contraption does the task as if you were performing
the action in its space. It uses your stats, and if making a weapon attack it even
functions as if it had your weapon. At the GM’s discretion, it can also take closely
related minor tasks, like reloading a ranged weapon, but otherwise the contraption
can take no other actions on its own.
Special: You can acquire only one theme feat.

I have my information in the spoiler there, I have a alias already made for a different character called Drake, but Since I haven't used it in a while and this one sounds like it might be interesting, I will be using that same name
Please I hope that you will at least give me some feed back either way.

If the weapons are something that is out of reach let me know and I can change them..
Thank you

Grand Lodge

DOtting for intrest here, Want to play a gunslinger with the technologist theme feat

I will work on him tonight when I get home

Grand Lodge

okay, so because of lack of ablitly and sleep the past 2 weeks, tonight will be the first chance I get to really get back into it because the wife is not going to bug me tonight.

Grand Lodge

I'll be able to go they things Sunday and get my posts fully up and ready

Grand Lodge

DM, I am just letting you know that, I will be gone from 26th to the 6th of January. I will have a limited access to the net for at least the first 4 days after that I will have acces but not a whole lot. Please run my char as you see fit till I come back please!
Thank you

Grand Lodge

Sounds good to me GM, I can change up if needed, please PM me if you want me to change something, I am felxiable.

Grand Lodge

How To Apply
1. Submit a character concept using the criteria below. You don't need to spend a ton of time on a super-fleshed out backstory. I'm planning on just playing this module, and from what I've read in some recent recruitment threads, these games drag on or die due to inactivity. If I choose your character, we can beef up his/her history as needed.
2. Respond to the questions as your character.
3. Answer the player questions.

Character Creation
1. Level 3 Character, 20-point buy.
2. 3,000 Starting Gold. Characters should spend no more than half their total wealth on any single item.
3. Core Races only. Alternate racial traits and archetypes from the Advanced Race Guide are allowed.
4. All Paizo-created classes and archetypes are allowed (Core, APG, UM, UC).
5. Two traits - both can't be of the same type.

If there's a Paizo-created source that you'd like to use that I haven't listed here, please let me know.

Character Questions
1. Where in Golarion where you born? Brevoy (region) Gronzi Forest
2. Why did you become a mercenary/adventurer? I became an adventurer to get out of the rut that I hvae been in lately
3. How do you contribute on the battlefield? I contribute to the battlefield with the amount of damage I do on the battlefield with my bow

I'll be looking to fill all four core roles (martial, arcane, skill and divine), so make sure it's clear what your contribution to the party will be. I realize hybrid characters make this difficult.

Player Questions
1. How strictly do you like to abide by the rules? I like to make sure that the rules are followed but having fun over rules the games for me
2. How many PBP games are you currently playing? Currently in 2
3. Have you ever played the Feast of Ravenmoor module? Nope

Drake Ghosthowl:

---------------------------------------------------------------
Drake Ghosthowl
Male Human Ranger 3
LN Medium Humanoid (human)
Hero Points 1
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 32 (3d10+6)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Handaxe +2 (1d6+1/x3) and
. . Scimitar +2 (1d6+1/18-20/x2)
Ranged Darkwood Composite longbow (Str +3) +4/+4 (1d8+2/x3)-Rapid Shot.. with out +6
Special Attacks favored enemy (goblinoids +2)
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 14, Wis 10, Cha 12
Base Atk +3; CMB +4; CMD 17
Feats Endurance, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot
Traits Devotee of the Green (Knowledge [nature]), Reactionary
Skills Bluff +1 (+3 vs. goblinoids), Climb +7, Handle Animal +7, Heal +6, Knowledge (geography) +9 (+11 vs. goblinoids, +11 while in forest terrain), Knowledge (nature) +9 (+11 vs. goblinoids), Perception +6 (+8 vs. goblinoids, +8 while in forest terrain), Ride +9, Sense Motive +0 (+2 vs. goblinoids), Spellcraft +8, Stealth +9 (+11 while in forest terrain), Survival +6 (+8 vs. goblinoids, +8 while in forest terrain, +7 to track), Swim +1 (+5 to resist nonlethal damage from exhaustion)
Languages Common, Cyclops, Elven
SQ combat styles (archery), favored terrain (forest +2), hero points, track, wild empathy
Combat Gear Potion of barkskin +2, Potion of cat's grace, Potion of cure moderate wounds, Potion of invisibility; Other Gear Leaf armor, Arrows (40), Darkwood Composite longbow (Str +3), Handaxe, Scimitar, 547 GP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
Potion of barkskin +2 - 0/1
Potion of cat's grace - 0/1
Potion of cure moderate wounds - 0/1
Potion of invisibility - 0/1
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

I got the items on there, but not 100% of the gear if selected I will post the gear afterwards.

There is a alias for this but right now it is being used for a dead campgain I want to leave it like that till I know I get this spot sir.

Grand Lodge

Mark for intrest here, I will come up with the answers when I can today. I will post if you do not mind sir as myself here, and then create the char tonight when I get home, I can do it there alot quicker at home then at work.

Grand Lodge

Unnamed Hero
Male Human Fighter (Two-Handed Fighter) 3
N Medium Humanoid (human)
Hero Points 1
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 29 (3d10+3)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Scythe +7 (2d4+9/x4)
Special Attacks overhand chop, shattering strike +1
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 12, Wis 11, Cha 12
Base Atk +3; CMB +6 (+7 Sundering); CMD 19 (20 vs. Sunder)
Feats Dodge, Furious Focus, Power Attack -1/+2, Taldan Conscript, Weapon Focus (Scythe)
Traits Harrow Born (Varisian), Killer
Skills Acrobatics -2 (-6 jump), Climb +5, Escape Artist -2, Fly -2, Handle Animal +7, Intimidate +7, Ride +4, Stealth -2, Survival +6, Swim -1
Languages Catfolk, Common
SQ hero points
Combat Gear Potion of bull's strength, Potion of haste; Other Gear Scale mail, +1 Scythe, Belt of tumbling, Cap of light, 150 GP
--------------------
TRACKED RESOURCES
--------------------
Potion of bull's strength - 0/2
Potion of haste - 0/1
--------------------
Special Abilities
--------------------
Belt of tumbling +4 competence bonus on Acrobatics to move through threatened square or enemy's space.
Cap of light Can radiate light at will, as the spell.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Killer Add weapon's critical modifier to its critical bonus damage.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Taldan Conscript When wielding a farm implement (such as a hand axe, pick, pitchfork, or scythe) as a weapon, you get a +1 bonus on damage rolls. When fighting alongside other conscripts you get a +1 bonus on initiative checks.
------------------------------------------------------------------------

This is my final one! I have decided, I haven't came up with a name yet, but I swear this is all.
I've had the chance to do this today so I thought I would,

So sorry I have been gone a while, it's been a f'ed up month with me.

Grand Lodge

*grumble grumble* ok..... so.
things have been extremely goofy, I did not relaize that my wife was going to be gone all last night.. so no time to do it. tonight she is home and I should (hopefully) have time to get it back up. sorry

Grand Lodge

Arugh! man, this week has been hard for me. I am going to PROMISE get this done tonight since my son can not use my pc at home! arugh!!! I want to get things kicked off.

Grand Lodge

I am going to finish my stuff off tonight. I have been extermely busy. I am going to use the same status there and have the correct inofmration for you soon.

Grand Lodge Goblin Squad Member

I made sure to pledge as much as I could for this. I am not able to pledge a lot but enough to help out

Grand Lodge

I will have to go over the char again soon, I have to get those on there, I was dead tierd when I did that so who knows. Please let me know when you want everything by so I have a deadline.

Grand Lodge

Unnamed Hero
Male Catfolk Wizard 3
CG Medium Humanoid
Hero Points 1
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +2, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 Darkwood Light crossbow +4 (1d8+1/19-20/x2)
Wizard Spells Prepared (CL 3):
2 (2/day) Fox's Cunning, Fiery Shuriken, Fire Breath (DC 15)
1 (3/day) Chill Touch (DC 14), Obscuring Mist, Magic Missile, Mage Armor
0 (at will) Acid Splash, Drench (DC 13), Drench (DC 13), Ray of Frost
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 17, Wis 11, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Craft Wondrous Item, Scribe Scroll, Spell Mastery (3)
Traits Deft Dodger, Theoretical Magician
Skills Fly +8, Knowledge (arcana) +9, Knowledge (religion) +9, Linguistics +7, Perception +7, Profession (soldier) +5, Sense Motive +2, Spellcraft +11, Stealth +4, Survival +2
Languages Catfolk, Celestial, Common, Gnoll, Goblin, Orc
SQ +2 to reflex saves, acid dart (6/day), arcane bonds (arcane familiar, weasel), cat's luck (1/day), deliver touch spells through familiar, empathic link with familiar, hero points, opposition schools (abjuration, divination), share spells with familiar, specialized schools (conjuration), sprinter, summoner's charm (+1 rds)
Combat Gear Potion of barkskin +2, Potion of cure light wounds, Potion of mage armor, Wand of magic missile; Other Gear +1 Darkwood Light crossbow, Bag of everlasting dung, Catching cape (1 uses), Feather token (whip), Stubborn nail, Canteen, False-bottomed cup, Fishhook, Fishing net, Flint and steel, Grappling bolt, Marbles, Pot, Scroll case (empty), Spell component pouch, Spellbook, compact, Whetstone, Wizard's kit, 412 GP, 9 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Acid Dart (6/day) (Su) - 0/6
Cat's Luck (1/day) (Ex) - 0/1
Catching cape (1 uses) - 0/1
Feather token (whip) - 0/1
Potion of barkskin +2 - 0/1
Potion of cure light wounds - 0/1
Potion of mage armor - 0/2
Stubborn nail - 0/2
Wand of magic missile - 0/50
--------------------
Special Abilities
--------------------
+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (6/day) (Su) 30' Ranged touch attack deals 1d6+1 Acid damage.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catching cape (1 uses) Grants 20% miss chance against ranged attacks for 1 minute or until you're missed.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Mastery (3) You can prepare spells without a spellbook.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

How is this does this sound okay?

Grand Lodge

Wizard.... wizard... hmmmm... okay, well, I will look tonight when I have time, tonight... okay.

Grand Lodge

okay... so Now, I am just at a loss. I am not sure what I want to play at all...
Some one please guide me on what They think I should play..
I was thinking Druid, or Barbain, or Fighter, or wizard, or Something HELP....
lost player Isle 1

Grand Lodge

Sounds good I have not been on a lot lately but now able to get back to it so we're good

Grand Lodge

okay, well, I am not really sure what I want to do now even, I was messing with Hero's Lab and now thinking elf wizard/gunsliger but still not sure..

Grand Lodge

Okay I am changing things up a tad bit I am goin to go Orc barbain Titan mauler with a large great sword and then take fighter two handed from there on out

Grand Lodge

Wilrana
Female Halfling Sorcerer 1
NN Small Humanoid (halfling)
Hero Points 1
Init +5; Senses Perception +2
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 6 (1d6)
Fort +1, Ref +4, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy mace +0 (1d6-1/x2)
Ranged Sling +4 (1d3-1/x2)
Sorcerer Spells Known (CL 1, +0 melee touch, +4 ranged touch):
1 (4/day) Shield, Burning Hands (DC 14)
0 (at will) Acid Splash, Read Magic, Detect Magic, Mage Hand, Touch of Fatigue (DC 13), Jolt
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 10, Int 15, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 11
Feats Eschew Materials, Expanded Arcana (Sorcerer)
Traits Magical Talent (Spark) (1/day) (Sp), Reactionary, Reclaiming Your Roots
Skills Acrobatics +5 (+1 jump), Climb +1, Fly +9, Knowledge (arcana) +6, Linguistics +3, Perception +2, Spellcraft +6, Stealth +7, Use Magic Device +7
Languages Common, Dwarven, Goblin, Halfling, Ignan
SQ Efreeti, Fearless, Fire Ray (1d6) (6/day), Hero Points (1)
Combat Gear Heavy mace, Sling; Other Gear Wand of Magic Missile
--------------------
TRACKED RESOURCES
--------------------
Fire Ray (1d6) (6/day) (Sp) - 0/6
Magical Talent (Spark) (1/day) (Sp) - 0/1
Wand of Magic Missile - 0/20
--------------------
Special Abilities
--------------------
Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descri
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus vs Fear saves.
Fire Ray (1d6) (6/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Magical Talent (Spark) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.

Grand Lodge

Alucard
Male Human Inquisitor (Vampire Hunter) 1
CN Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1); Judgement of Sacred Healing 1
Fort +3, Ref +1, Will +5
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Sonic)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scorpion whip +1 (1d4+1/x2)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Inquisitor (Vampire Hunter) Spells Known (CL 1, +1 melee touch, +1 ranged touch):
1 (2/day) True Strike, Magic Weapon (DC 14)
0 (at will) Acid Splash, Guidance, Light, Disrupt Undead
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 13, Int 13, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Judgment Surge (1/day), Weapon Finesse
Traits Prehensile Whip, Subject of Study (Undead)
Skills Acrobatics -1, Climb +3, Escape Artist -1, Fly -1, Heal +7, Intimidate +6, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +7, Ride -1, Sense Motive +8, Spellcraft +5, Stealth +3, Survival +3 (+4 to track), Swim -1 Modifiers Monster Lore
Languages Abyssal, Common
SQ Divine Retribution (1d6+1) (6/day) (DC 13), Hero Points (1), Inquisitor (Vampire Hunter) Domain: Vengeance Inquisition, Judgement (1/day)
Combat Gear Chain shirt, Scorpion whip; Other Gear Backpack (14 @ 41 lbs), Bedroll, Belt pouch (3 @ 1.3 lbs), Candle (10), Flint and steel, Holy symbol, wooden (calistria), Holy text (calistria), Inquisitor's kit, Manacles, Mess kit, Pot, Rope, Soap, Spell component pouch, Torch (10), Trail rations (5)
--------------------
TRACKED RESOURCES
--------------------
Divine Retribution (1d6+1) (6/day) (DC 13) (Sp) - 0/6
Judgement (1/day) (Su) - 0/1
Judgment Surge (1/day) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Divine Retribution (1d6+1) (6/day) (DC 13) (Sp) Standard, foe in 30 ft takes damage from nonmagical accident (Ref half).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Vampire Hunter) Domain: Vengeance Inquisition Deities: Calistria, Lamashtu, Norgorber, Rovagug, Urgathoa.

Granted Powers: Vengeance is justice naked of pretense. On your oath, you will deliver justice so unbounded.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Sonic) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Subject of Study (Undead) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided

Grand Lodge

So for my concept I think I will stick with minotaur and then I start at level 2 so okay.. I still might do the titan mauler to get the large weapon and then go fighter after that starting at 4th level. maybe go back in forth I am not sure, I want to see what the group is going to do, I like to play a range of chars and right now, I am feeling tankish here so I think it would be fun to do this

Grand Lodge

---------------------------------------------
my Information:
PLEASE PM ME IF ANY QUESTIONS ABOUT MY GAME OR CHAR CONCEPTS
rpgramen - RotRL (No Information yet)
Valmoon - CARRION CROWN (Char Concept approved by GM)
Krumthi - Badger Clan Trails (GM)
Tiessa LOF (Char Concept,Thinking)
DarkLightHitomi Maginexus (Char Concept not approved or submitted yet)
---------------------------------------------

Grand Lodge

I am going to change up my char a little bit and I will have it posted by next week, this week I am behind on things, and I am not fully able to do much of anything

Grand Lodge

Gm Valmoon, I shall have my char posted sometime next week, this week is a little over my head, and I am a little behind on things.

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