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make everything an anti magic field so it wont matter if they can cast spells


Set wrote:
graystone wrote:
What you're missing is the logistics required to find sentient newborns on a consistent basis.

I don't believe the newborns have to be sentient (or sapient, if you want to get all persnickety, since rats are *sentient*).

According to what I'm seeing at Archives of Nethys, they just have to be unwilling and living for the deific obedience or 'a creature that has been alive for no more than a week' for the demonic obedience.

In either case, a rat would do fine (and in the latter case, perhaps even a bug).

no rats are not sentient they have an int of 2 you need an int of 3 to be sentient in pathfinder


TheMagicIndian wrote:

I hate how in order to do something well in the game, you end up falling into a cookie-cutter build. Case in point: blasters all end up having levels of Crossblooded Sorcerer with either Elemental, Draconic, or Orcish bloodlines with mutated genes thrown in there for good measure. Yea, I know you don't HAVE to do that but it's always there, in the back of my mind; if I don't take a level of Crossblooded Sorc, I'd be losing out on a lot of damage.

I guess the short of it is I hate feeling like I'm being pigeonholed into a mechanical decision to make something work, if that makes any sense.

Also, I hate people that call their characters "toons."

you fool you take orc and goblin bloodlines for your cross blooded dip


ummm you quoted the wrong person


Mayura wrote:

Thank you for all the ideas.

Some more questions if I may.

This is roughly the build I'm looking at:
Oracle (solar/Kineticist/Psychic Investigator/Summoner (anti-Summoner)/Fighter or Faithful Wanderer Paladin.

The option of the Fighter or Paladin is because of the worry of needing to "Do the necessary" as a solo in the worldwound. It depends on how much latitude a Faithful wanderer gets in dealing with things (Code of Iomedae).

What I'm wondering about is if I am reading Investigator's studied strike correctly, as I don't see any range limitation in the text?

paladin, you will need the self heals the save boost and the ability to remove status conditions from yourself


pauljathome wrote:

I think that it is, hands down, the worst feat that has EVER been published for any D&D variant.

The player abused it. The feat can't be used WITHOUT abusing it

It translates to
1) Waste some (or lots and lots of) time, the amount greatly dependent on the math abilities of the user.
2) Once you hit level 7 or so the chance of failing is nearly zero so the time spent above IS wasted
3) Once you succeed (which you almost always will) you get a grossly overpowered effect. 2 metamagic feats that can be applied without raising the spell level? Yes please. There are all sorts of intensely abusive combinations there (starting with something like a heightened rime ray of frost spell at level 1 :-)).

that entirely depends on what spell you are using it on if your using it on one of the damaging cantrips you can get empower and maximize for free to let it do a whole 9 damage if you are a blaster sorc still not great damage but still better then 1d3


ID-TheDemonOfElru wrote:

You see one facet of why Orcus would deal with someone who openly and brazenly desecrated one of his temples like this, is that as a demon Orcus would not let some pleb publicly sleight him infront of rivals and enemy dieties, especially where he did it.

That's also why he did it, because he wanted his "potential patrons" to witness his deed and offer him some kind of protection from Orcus

I was never going to send anything insane after him, but it would start reasonable and increase exponentially until he was captured and taken to Orcus to be made an example of personally. Eventually. Key to all of it. He might find a way to fix things down the road with Orcus or escape his fate in other ways but he felt he should only ever, period be facing things based on the adventure level//CR at hand as the maximum possible threat.

My counter was that Orcus could send almost anything he wanted, he isn't bound by some.adventure CR limit.

It's like a 1st level character trying to Regicide some Ruler and expect only CR 1-3 opponents face them, that absolutely nothing stronger could be there. That's his point. That somehow those restrictions of the adventure apply to whatever retaliation could occur.

ya you are under no obligation to limit everything in the world to only be cr+1-cr+3 encounters to the party i for one drill it into players head that there are things in the world that can and will kill you and you can do pretty much nothing to them, that's drilled in by the end of level 3 and if you piss off a god there are many things they can send after you weather that be a cr3 encounter or a cr 70 encounter you will never know until it happens


UnArcaneElection wrote:

Okay, I actually went to the trouble to dig out my old 1st Edition AD&D Player's Handbook. The above (from Chuck Mount and Plasticity) is correct for Magic-Users (what they used to call Wizards). For Clerics, the entire range of Wisdom from 9 through 16 allows use of spells all the way up to 5th level (however, with a spell-level-independent risk of spell failure at low Wisdom scores, from 20% at 9 down to 5% at 12, with bonus spellcasting capacity starting at 13); Wisdom 17 is required for 6th level spells; and Wisdom 18 is required for 7th level spells (the highest that Cleric spells went in 1st Edition, and gained only at 16th level, not at 13th level like you would expect from the earlier parts of the progression). Oddly, although the class table titles and descriptive text said that Illusionists and Druids were sub-classes of Magic-Users and Clerics, respectively, the Druid spellcasting progression table (unlike the Cleric spellcasting progression table) didn't have the asterisks to indicate that 6th and 7th level spells required exceptional Wisdom to use.

sounds like complete and utter chaos


PossibleCabbage wrote:

The Mutant Template (from the 2015 Bestiary 5) and Mutant Creature Template (from the 2014 Numeria book) are practically identical. The main difference I can see is that one calls them "Spasms" and the other "Mutant Spasms" and the Mutant template has Echolocation as an option which Mutant Creature does not.

I'm not aware of any 3rd party mutations/deformities, but it seems like it would be easy to come up with your own as homebrew as there's been basically no attempt to make them balanced relative to each other (i.e. "You are blind" vs. "if you fail a fort save you're staggered for one round" or "You have darkvision" vs "you have DR 5/-")

its called sonar for the mutant creature, but last i checked a mutant has to have 1 more deformity then mutation(not counting those gained by hd) then the mutant creature so overall the mutant creature is just flat out better


Yehudi wrote:
Lady-J wrote:
Yehudi wrote:
Lady-J wrote:
Yehudi wrote:
We have access to the whole PFSRD, but she wants this to be core rules only for simplicity sake (and because she has far less experience than me).
so core races and classes only, are feats, traits, archetypes and prestige classes also core only?
Yup.
whats the stat generation
Not selected yet.

alright well depending on the stats will change what is open for playability so once you decide let us know dont want to give you a MAD character suggestion if your only getting a 15-20 point buy


what ever you do just don't punish the rest of the table


Kristal Moonhand wrote:
Yeah, Ultimate Wilderness totally ruined Wolf Style. And it was one of my favorite styles!

ultimate wilderness ruined a lot of things


GreatWyrmGold wrote:
...You mean, for the twenty and twelve I mentioned in the quoted post?

mutant template and mutant creature template are two different templates, the mutant creature template adds more options


Arshea's obedience while not particularly difficult is probably the most awkward and uncomfortable to have to do in a campaign either with friends, family or complete strangers as the other people playing the game


Yehudi wrote:
Lady-J wrote:
Yehudi wrote:
We have access to the whole PFSRD, but she wants this to be core rules only for simplicity sake (and because she has far less experience than me).
so core races and classes only, are feats, traits, archetypes and prestige classes also core only?
Yup.

whats the stat generation


Yehudi wrote:
We have access to the whole PFSRD, but she wants this to be core rules only for simplicity sake (and because she has far less experience than me).

so core races and classes only, are feats, traits, archetypes and prestige classes also core only?


Adjoint wrote:
Before the party actualy got together. A gnome wizard felt offended by how tall the barbarian is. He sent a magic missile at the barbarian, which barely grazed him. The barbarian retaliated, killing the gnome in one hit.

the gnome had that one coming


Scott Wilhelm wrote:
Lady-J wrote:
do you have a tablet or a labtop?

I suppose it is fair for the OP to float the idea to his Dungeon Mistress that if they are in hotel rooms then they will almost definitely have free wireless internet and therefore have access to the Pathfinder websites and have every rulebook on hand.

But his wife said Core Only, and she's the GM.

But maybe you are thinking of something different.

even if they have only the core book as a hard cover if they have purchased any pdfs then a tablet or labtop will allow them access to the books they have already purchased but just don't have a physical copy of


1 person marked this as a favorite.

pretty sure some poor group out there did a way of the wicked campaign and was unable to escape the 1st room of the prison and was then executed 3 days later


GreatWyrmGold wrote:
I'm aware that there are already 20 positive mutations and a dozen deformities in the mutant template, but I'm still curious if there are any 3rd-party sources or anything with more. I'm planning to center an entire adventure around mutant monsters, so the more wacky variety the better.

see the mutant creature template


Quixote wrote:

This is one of the reasons I came up with am alternative for generating ability scores:

Choose any scores with a total modifier of +6. Three even numbers, three odd. You cannot have a score lower than 3 or higher than 18 before racial modifiers.

Point-buy is great. But in a truly well-rounded campaign with a wide variety of challenges and threats, I see no reason why a player should have to pay a premium for higher scores. A plus is a plus, and that's that.

Of course, my players tend to be fairly realistic about their characters. Natural 18's are exceedingly rare, and their three highest scores don't just happen to be their three odd one as well.
Take Vell, the elven Conjurer: Str 10, Dex 15, Con 15, Int 16, Wis 12, Cha 7. Raised in a militant community and trained for combat at an early age, before his brilliance and arcane affinity were truly discovered, he is fit, tough and stubborn. His analytical mind and aloof elven nature makes him cold at the best of times and outright calloused at the worst.

--the player knew that a Con of 15 was pretty unusual for an elf, and he liked that idea, especially for a wizard. The Charisma score is getting into the Danger Zone for ability damage and drain, but the player felt it was fitting and decided to take the chance. He put an odd number in that slot as well, with the thought of increasing it down the line to shore up those weaknesses a bit and manifest some character growth.

so 7,18,18,7,18,7 would be a valid stat array with those rules


do you have a tablet or a labtop?


buff spells on allies debuff spells on enemies


LadyGrayRose wrote:
Tiny Coffee Golem wrote:
There's a spell whose name escapes me, but it basically lets a lich "act as if still living" for a period of time. If someone could remember the spell it may work on the "undead" simulacrum to fool detection
I believe you're thinking of Appearance of Life (or possibly Daywalker); Appearance of Life looks like it would in fact work on a Simulacrum, so long as the Simulacrum is an Undead crature.

ooooo day walker looks dope


only way i see is to just buy a large weapon, unless you can convince your dm to let you go on a quest getting materials and finding some one that can fabricate them onto the existing weapon


kind of, impact weapon enchant will make it count as large size for damage but will still be a medium weapon(or count as medium while still being small)


Jeraa wrote:
Lady-J wrote:
So the fcc has decided to remove net neutrality in a 3-2 vote. So you guys in the united states need to contact your congressmen and let them know how bad of an idea that is. This will mean internet companies can throttle your internet speeds and force you to pay even more money to receive internet they can even then force websites and other online companies to pay exorbitant prices just to not have traffic to their sites slowed down for people using that particular internet service. The chairman of the fcc claims it will let the market decide which companies live and die if they do such things but that idea is fundamentally flawed in many areas around the USA only have access to one, maybe two internet providers in a given area. There still a chance to save net neutrality as there are a few more steps that need to be taken for them to remove it completely, but you will need to contact your congressmen and have them represent you and your needs and uphold your right to be able to have affordable un throttled internet.
And this is related to the Pathfinder RPG how? Wrong place. You want the Off Topic board.

because it has the potential to effect the entire paizo site as a whole as well as many of the resource sites used for pathfinder content plus the general discussion board is one of the most visited forums so its much more likely to be seen


1 person marked this as a favorite.

So the fcc has decided to remove net neutrality in a 3-2 vote. So you guys in the united states need to contact your congressmen and let them know how bad of an idea that is. This will mean internet companies can throttle your internet speeds and force you to pay even more money to receive internet they can even then force websites and other online companies to pay exorbitant prices just to not have traffic to their sites slowed down for people using that particular internet service. The chairman of the fcc claims it will let the market decide which companies live and die if they do such things but that idea is fundamentally flawed in many areas around the USA only have access to one, maybe two internet providers in a given area. There still a chance to save net neutrality as there are a few more steps that need to be taken for them to remove it completely, but you will need to contact your congressmen and have them represent you and your needs and uphold your right to be able to have affordable un throttled internet.


nate lange wrote:

If you're really committed to the stealth approach, go for it... I'm concerned you could be setting yourself up for trouble later on though... higher level demons usually have true seeing, and a lot of them can teleport iirc- it's going to be hard for you to snipe them and they can close distances quickly. They all have fire resistance too, so your purifying flames might be underwhelming.

The biggest problem you're going to have, really, is action economy- each round you'll get a swift action, a move action, and a standard action, but your enemies will potentially get like 6 of each (one for each creature). To offset that imbalance I'd suggest two things:

  • First, make sure you're going to have something useful to do with each action every round. Paladins get great use of swift actions with lay hands but what will you use it for when your not self-healing?
  • Second, get more bodies on the board. When your main character is really powerful things like animal companions might seem like a waste but remember the baddies didn't get more powerful and more bodies equals more actions!

If it were me, I'd probably think about something like paladin/bard/summoner/oracle. You get full BAB, amazing saves, 6+ skill points, a good range of arcane spells you can cast in armor, full divine casting, SAD for all you spells (plus a bunch of other stuff)... plus, you'll have an eidolon, you can grab a familiar with a pally or bard archetype, and you can get an animal companion (either from your revelation, or later from divine bond). The familiar should be using wands each round asap, and the eidolon and animal companion will fight with you (and all of you will be benefiting from bardic music and your buff spells). At 7th level pick up the leadership feat and your 1-man party will have like 5 things in it.

If that doesn't float your boat, you could try to work with the improved action economy of the magus (or warpriest). Being able to cast and attack in one round is very handy, and you still have options...

with high enough stealth true sight wont be an issue as they will be sniping from 400+ feet away so they will have a difficult time pinning down their location


2bz2p wrote:
Lady-J wrote:
2bz2p wrote:
Lady-J wrote:
pretty sure things like fast healing would heal the simulacrum

Nope.

To quote directly again: "The only way to heal damage caused to a simulacrum is to do so as described in the last sentence of the spell—by spending 100 gp per hit point and 24 hours in a magical laboratory to fix the damage. Healing spells don't cut it. It's only partially real, after all."

Simulacrum trolls do not regenerate, for example.

jj is also not the rules guy

Who is?

besides, it's irrelevant, it's what the spell says. When a spell has a specific it replaces the general, there is no need to prove the negative. The spell tells you how to repair a damaged simulacrum, which is an illusionary creature at its core, and offers it not as an additional way, but as THE one way allowed.

that just offers an additional way to repair them

A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.

this process can be used to repair them it is by no means the only way to do so however


build recomendation would be monk scaled fist achetype(or unchained monk) 1/paladin 19, kinetisist 20, summoner 20 slayer5->shadow dancer 10->slayer 10 if unchained rogue is not allowed this will net you not as much sneak attack but alot more utility as well as hide in plain sight, uncanny dodge/improved, evasion/improved


Mayura wrote:

Slayer Sniper is a favorite (sneak at insane range + assassinate).

But that's why i wonder about sneak with a blast. If I could use kineticist to launch a bolt or railgun a dagger, does it count?

everything can take advantage of sneak attack so long as the target is either denied their dex to ac or you are flanking them


darth_gator wrote:

The act of initiating the ranged attack from a threatened square triggers the AoO, Lady-J, not the dagger leaving the attacker's hand. If that were the case, I could easily make the argument that firing a bow isn't REALLY a ranged attack until the arrow leaves the bowstring, the bolt leaves the crossbow, the bullet leaves the pistol. That's clearly neither the RAW or RAI. If you initiate a ranged attack from a threatened area, you provoke an attack of opportunity (unless you have some ability that allows you to avoid the AoO).

Look at it another way: If someone attacks with a thrown weapon, provoking an attack of opportunity, and that AoO deals enough damage to drop the thrower, do you still resolve the thrown weapon attack? If so, a ranged attack isn't REALLY a ranged attack until the projectile/damaging bit(s) leave the weapon being used (be it a bow, gun, crossbow, tentacle, or hand), if someone attacks with a bow from a threatened area, provokes the AoO and takes enough damage to drop, do you continue with the ranged attack roll? If the answer to either of those scenarios is 'no', then the AoO is clearly triggered by initiating the ranged attack rather than the projectile leaving the thrower/firer's control. If your answer to either of those scenarios is 'yes', you're playing PFRPG with an entirely different set of rules.

if you haven't actually attacked anything then there is no action to provoke an aoo, knocking an arrow to a bow string doesn't provoke, pulling back the string doesn't provoke, its releasing the string that constitutes the attack and provokes the aoo


Mayura wrote:

Nice. Aether was always in the cards, no way I was going to pass up such a versatile element. Why blast the bad guys when you can pull down the cliff above them?

The unchained may be an issue. Not one of the Gm's favored books.

But one can work around that even with standard rogue. I like the scout because it allows you to do sneak damage on a charge, even without stealth. So that first blow is going to count a great deal.

you should probably keep uncanny dodge and improved uncanny dodge especially cuz you will be alone and if your relying on a single attack a round you should look at the sniping rules they allow you to maintain stealth even after an attack


Mayura wrote:

Nice. Aether was always in the cards, no way I was going to pass up such a versatile element. Why blast the bad guys when you can pull down the cliff above them?

The unchained may be an issue. Not one of the Gm's favored books.

But one can work around that even with standard rogue. I like the scout because it allows you to do sneak damage on a charge, even without stealth. So that first blow is going to count a great deal.

if unchained rogue wont be allowed swap to slayer or ranger core rogue is garbage(unchained is slightly better but helps alleviate many of the issues the core rogue had)


paladin, unchained rogue, kineticist and summoner and dip 1 level into unchained monk for the scaled fist archetype, go for a dex based build for that sweet unchained rogue 1.5x dex to damage with a 2h and you will get cha to ac and saves by level 2 or 3 go aether kenetisist 1st then air 2nd for permanent invisibility and flying as well as a few other utility and defensive abilities and you should be all set you can train your edolon in some of the skills you can't cover


see if you can ask for a 35-40 point buy or a 24 die pool re roll 1s drop 6 lowest instead 4d6-lowest or you likely wont have the stats to pull it off as you will need some charisma for social stuff and you int will need to not be negative for the skill points


just normal 2 class gestalt or is the gm letting you have a 4 class gestalt also whats the stat generation


one person party?


RealAlchemy wrote:
My dwarven sorceror does just fine as a wyldblooded empyreal type :)

and how crippled would the character be if you were not running a bloodline that swaps casting stat like say draconic


Zhayne wrote:
Assuming you're the GM, you could just eliminate the -2s and let everybody have +2/+2s. For nonstandard races, they can remove two points of penalties (so a kobold, normally -4, has a -2).

what would you do for races that only get a +2 and no penalties?


*Thelith wrote:
Full exp. The monk surrendered after the orcs died. It's irrelevant that he wasn't trying his hardest to kill the PCs.

he never said the monk surrendered just that re revealed his true self to them after all the orcs were dead doesn't sound like a surrender to me


Atalius wrote:
Black butterfly almost works, was hoping the deity or empyral lord or whatever would allow the casting of Lawful spells.

unless its for pfs just don't have a deity and have the void and good domains and be lawful or neutral to cast lawful spells


Xellrael wrote:
Lady-J wrote:
if the dagger doesn't leave his hand then its not a ranged attack yet there for it doesn't trigger the aoo, aoo is only triggered once the dagger leaves the hand but b4 it goes to confirm a miss or a hit on the target

throw

THrō/
verb
1. propel (something) with force through the air by a movement of the arm and hand.

The AOO triggers at the start of the arm and hand movement. The AOO does not wait till the dagger has been thrown (past tense).

If your premise were true, then spellcasting could never be interrupted either. A huge portion of the rules for concentration checks would be irrelevant.

spells are a different beast all together as they need to have concentration all the way threw meaning if they lose concentration at any point the spell fizzles so the spell is cast, aoo occurs then if the caster loses concentration the spell fizzles if they don't the spell continues as normal


nope clerics don't need a god


Link2000 wrote:
Lady-J wrote:
Dragonborn3 wrote:

Well, assuming NPC wealth guidelines the orcs where each CR 5 and the monk was CR 19. With a glance at the table that means the group of orcs was CR 10.

If you treat it as two encounters they get the following experience values(each).

Orcs
Four PCs: 3,200
Five PCs: 2,400
Six+ PCs: 1,600

Monk
Four PCs: 68,300
Five PCs: 51,200
Six+ PCs: 34,100

The encountered and survived the monk, so they get full experience for the encounter.

the monk wasn't actively trying to kill them tho and thus should only be about half exp
Just because he wasn't trying to kill them doesn't make the encounter any easier. A monk can choose to do lethal or non-lethal freely with no penalties. The OP even said that outside of that, the monk went all out. It was surely a tough encounter. The only thing that made it "easier" was that they didn't actually have to take down a CR 19 creature to win.

doesn't mean they should get full exp for it running away from a cr 19 creature or diplomasizing a cr 32 creature is just as much "surviving" and in both situations a party shouldn't get any were near full exp for that encounter


Dragonborn3 wrote:
Not really. 6 Slayers and a Monk tends to outnumber a 'standard' party of four.

he never said how many were in the party and a coup de gra provokes an aoo from all near by allies which would most likely one shot an orc


Dragonborn3 wrote:
That doesn't matter as far as XP is concerned. If the monk had managed to knock them out you can believe at least one orc would've/should've gone for a coup de grace.

not while their allies are still up and kicking would be suicide for the orc to do so


Darkin wrote:
Lady-J wrote:
Darkin wrote:
Lady-J wrote:
Darkin wrote:

another way to look at it, if you insist on the dagger not being in the hand by the time the AoO is taken, is the disarm AoO merely knocks the dagger out of the air. though if this were the case, you would be using the dagger's CMD instead of the throwers CMD, which i am sure is much lower since it has a dex and str of 0 and is tiny

you need the cut from the air feat to do that plus the dagger isn't wielding another dagger to be disarmed from
Cut from the Air is for when someone attacks you are someone adjacent to you with a ranged weapon, it has nothing to do with threatening someone who makes ranged attack(s)
well its the one of the 2 only feats that let you interrupt a ranged attack in the air
You don't need a feat for that if you are threatening the ranged attacker

yes you would because you can only disarm weapons that are wielded by some one once its thrown its not wielded anymore


Darkin wrote:
Lady-J wrote:
Darkin wrote:

another way to look at it, if you insist on the dagger not being in the hand by the time the AoO is taken, is the disarm AoO merely knocks the dagger out of the air. though if this were the case, you would be using the dagger's CMD instead of the throwers CMD, which i am sure is much lower since it has a dex and str of 0 and is tiny

you need the cut from the air feat to do that plus the dagger isn't wielding another dagger to be disarmed from
Cut from the Air is for when someone attacks you are someone adjacent to you with a ranged weapon, it has nothing to do with threatening someone who makes ranged attack(s)

well its the one of the 2 only feats that let you interrupt a ranged attack in the air you can only disarm weapons that are being wielded and weapons that are in the air are not wielded there for you cannot disarm a thrown throwing weapon

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