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Rogeif Yharloc

Lemmy's page

Pathfinder Society Member. 6,822 posts (8,555 including aliases). 4 reviews. 1 list. No wishlists. 9 aliases.


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Charon's Little Helper wrote:
Lemmy wrote:
A few weeks ago, one of my player brought in a defense-focused character with really high AC... One of the enemies rolled an 16 and 18 and still couldn't hit him... But he realized the guy with a shield could only cause minor damage, so he moved on and started attacking the other PCs, who were easier to hit and could hit harder.
That's how it should work. (Assuming the enemy was reasonably intelligent.) But for the next combat, the new enemy should take those same couple swings against him.

Well... Depending on how smart the enemy is, how familiar he is with shield tactics, how visibly armored are the other PCs and what resources the enemy has at his hands... It can be reasonable to assume the enemy is smart enough to avoid shield-guy without even trying to take a few swings first.

e.g.: Last weekend, a flying enemy decided to just snatch the soft-looking Bard and leave. It didn't even bother with the 2 armored characters... It did consider taking the Alchemist, instead, but that guy was carrying a Large breastplate and a Large scimitar. :P. Fortunately for the Bard, the other guys managed to deal enough to discourage the creature... So he dropped his intended meal and ran away.


Duncan888 wrote:
(...) or even ignore ur char and go after easier targets. (...)

Well... This one makes perfect sense, for me. If an enemy who realizes he has no chance of hitting you, why wouldn't he strike at a different target and then deal with you when you're alone?

A few weeks ago, one of my player brought in a defense-focused character with really high AC... One of the enemies rolled an 16 and 18 and still couldn't hit him... But he realized the guy with a shield could only cause minor damage, so he moved on and started attacking the other PCs, who were easier to hit and could hit harder.


born_of_fire wrote:
Not sure who this Schrondigger is. He was prolly a very nice man but he did not have a famous cat. Schrodinger, OTOH, is well known for having a cat in a box...or is it in the box? Just saying.

Schrondigger is obviously Schrodinger's Schrodinger. You never know if it contains a typo until you actually read it.


Male Human Dungeon Master 10/ Munchkin 10

So... From Ruin Rebuilt officially entered campaign graveyard? That's kinda ironic for an undead-centric game... :P


1 person marked this as a favorite.
Tels wrote:
Lemmy wrote:
Tels wrote:

Favorite Disney movie?

Favorite animated movie?

Readies shovel...
Does this mean, depending on Ashiel's answer, you may, or may not be killing, and burying, someone?

Ahem... Technically, everyone may or may not do anything...

On a completely unrelated note... Have you ever played a game produced by Yacht Club?


1 person marked this as a favorite.
Tels wrote:

Favorite Disney movie?

Favorite animated movie?

Readies shovel...


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Atarlost wrote:
Lemmy wrote:
Atarlost wrote:
Lemmy wrote:

Deals more damage and doesn't require a million feats...

...And you can always use a buckler fot a nice boost to AC in exchange for a mere -1 to attack rolls.

No dice. You don't get buckler AC any round you use a weapon in your off-hand or use it to cast somatic spell components.
A 2-handed attack is not an offhand attack... Or at least it wasn't... Paizo idiotic FAQ for Schronsigger hands made everything needlessly complicated and confusing...
It doesn't say off-hand attack. It says attack with a weapon in your off-hand. A two handed weapon is in both hands. One handed missile weapons that only require two hands to reload may let you use your buckler, but they'd also let you do the hold with light shield to reload with unburdened hand trick so the buckler doesn't really gain you much.

And there was no such thing as an "off-hand" before Paizo's worst FAQ ever (and that's saying something, considering the usual... ahem... "quality" of Paizo FAQs), just off-hand attacks.

Now we have Schrondigger's hands... Because needlessly complicated rules and needless nerfs are the specialty of Paizo FAQs!


4 people marked this as a favorite.
Atarlost wrote:
Lemmy wrote:

Deals more damage and doesn't require a million feats...

...And you can always use a buckler fot a nice boost to AC in exchange for a mere -1 to attack rolls.

No dice. You don't get buckler AC any round you use a weapon in your off-hand or use it to cast somatic spell components.

A 2-handed attack is not an offhand attack... Or at least it wasn't... Paizo idiotic FAQ for Schronsigger hands made everything needlessly complicated and confusing...


I mostly only use shields at low levels... Or when I'm playing a Ranger or Slayer! Because skipping prerequisites and being able to 2-hand your shield is awesome! The only downside is the poor critical threat range. :(

I'd like S&B much mode if it didn't need a bazillion feats to fully benefit from your shield... TWF alone kills any excitement I could have for shields...


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Is this for PFS? If not... Just ignore those stupid alignment restrictions. They are completely pointless anyway.


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Deals more damage and doesn't require a million feats...

...And you can always use a buckler fot a nice boost to AC in exchange for a mere -1 to attack rolls.


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The real question is... "How is any class with 6 skill points per level (either from base value or from being Int-focused) not a better Rogue?

Seriously... Unless your creativity is so freaking limited that you need the word "Rogue" on your sheet to roleplay a rogue-like character and the words "Sneak Attack" to fluff your class' bonus damage mechanic (because that's all that Sneak Attack really is: A crappy bonus damage mechanic) as your character being capable to of striking where it hurts... You can make a better Rogue with at least half a dozen different classes.

That's how bad the class is.

Paizo has to either buff Rogues or just forget the class even exists. All Rogues do right now is indirectly hurt other classes because the devs are afraid of obsoleting a class they won't admit has been obsolete from day one.


1 person marked this as a favorite.

I like Marrow. Maggot was rather boring IMO, but Marrow was a cool character.

Tacticslion wrote:
I strongly recommend reading Ultimate Spiderman, even if only the earlier installments. Those first issues (when I was reading it) were amazing.

Since we're talking about Ultimate universe, I have to mention that the first volume of The Ultimates was awesome!


IIRC, Mark even created a die progression that solved 99% of the problems (it's really not that difficult, actually) but because of a few corner cases, it couldn't be implemented (at least not without slightly nerfing 2-handed weapons for Small characters or something like that) and they didn't want those nerfs because they felt that players would complain, even though the nerfs were all but insignificant.


Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:
Guys, the dreaded day when I finally have to start practicing my conversational skills have come, someone have free time one of these days?

I will a have a free day tomorrow and on thursday... But I think you would rather practice with one of the native speakers, since they lack my exotic (and extremelly sexy) accent! Haha!


When someone asks for a Fighter, they usually want an armored guy who relies on his martial mastery rather than magic. A competent warrior whose discilpline and skill are enough for him to survive and thrive in a world where all sorts of magic creatures exist. IMHO, Slayers fulfill that role far better than Fighter.

I really recommend the Slayer class... It's a pretty simple class but also very forgiving. You get 2 good saves, tons of skill points to fool around and easy access to Ranger combat styles, which are very straight-forward and can ignore prerequisites.

It's pretty hard to mess up a Slayer. Fighter... Not so much... It requires you to know feat chains very well and when to pick each feat. Its lack of skill points mean you better know what are the most valuable skills and hope you don't need/want anything else (at least without investing in Int, a mostly meaningless attribute for the class).

Honestly... Ranger is probably the best class to learn Pathfinder. Players can gradually learn how to use spells and companions without being overwhelmed by them, have a forgiving innate feat guide and lots of skill points to play with.

Slayer is not quite as complete as a "tutorial class", but they do teach the ins and outs of martial classes very well.

Seriously... Go with Slayer. You'll be (at very least) just as effective as a Fighter in combat and vastly superior on everything else... And I speak from experience, both personal and observed: Having nothing relevant to do out of combat is really freaking boring! You'll miss those extra skill points. Also, Sneak Attack and Studied Target require a little bit more of active input rather than being just passive bonuses like Weapon Training... IMHO, that makes them more fun to use.


I think thr advice to play a Slayer is a pretty good one. They are similar enough that the OP's character concept won't suffer. Admitedly, he won't be proficient with heavy armor, but since he wants a good Dex for archery, medium armor is his best choice anyway...

I'd go with half-elf, actually... Although human and half-orc are good too.

Here's a quick build:

Half-Elf (You can replace your bonus Skill Focus feat for a +2 to Will saves. I strongly recommend you do that, since Will is your weak save and failing one can and will have deadly consequences).

Start with a Falchion or Greatsword and a Longbow (Str modifier +4, later on you can buy the Adaptive enhancement for a mere 1000gp. That makes the bow adapt to your Str modifier whenever it changes). For armor, buy a Breastplate (upgrade tp a Mithral one once your Dex hits 18 thanks to your magic belt. I advise you to get a belt that adds a +2 to all physical attributes before getting one that gives you a +4).

Traits: Indomitable Faith (+1 to Will saves) and Reactionary (+2 to Initiative)

Str 18 (16 from point buy +2 from race) Dex 14 Con 14 Int 10 Wis 12 Cha 08

Skill Points: I suggest you max out Perception, Stealth, Intimidate, Acrobatics, Knowledge (Dungeon) and... Well... That's actually all you need. Have fun with whatever skill points you have left. Invest in something you like or that GM says will be useful. I particularly enjoy having Bluff and Linguistics. Those are always fun and useful. Diplomacy is really freaking good too, although your party most likely has someone to take care of that...

Favored Class Bonus: Notice that every level in your favored class (whicj os whatever class you choose, generally your 1st one) you get an extra HP or skill point. I think grtting the skill point is more useful and interesting, but the HP is not bad either. Which one you pick is mostly a matter of personal preference.

Level 1 - feat: Power Attack (and Quick Draw the character is Human)
Level 2 - Slayer Talent: Ranger Combat Style (Archery): Rapid Shot.
Level 3 - feat Quick Draw (unless you already have it, in which case I recommend Combat Reflexes)

That should do it... People love recommending Weapon Focus... But honestly, it's mostly insignificant and extremelly boring. You have high Strength and Full BAB, unledd Weapon Focus is a prerequisite for a feat you want, you really don't need it.


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Jerry Wright 307 wrote:
Lemmy wrote:

Claims of victimhood...

Just because someone disagrees with you or criticizes a certain aspect of the game, it doesn't mean they are accusing you of having BADWRONGFUN! Stop whining and acting like you're a brave little martyr being oppressed by the evil munchkins who are "poisoning" this hobby!

How should you act when you're being oppressed by evil munchkins?

Dunno. Never seen it happen.


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Claims of victimhood...

Just because someone disagrees with you or criticizes a certain aspect of the game, it doesn't mean they are accusing you of having BADWRONGFUN! Stop whining and acting like you're a brave little martyr being oppressed by the evil munchkins who are "poisoning" this hobby!


137ben wrote:
Lemmy wrote:
Stupid feat tax... My first house rule as a PF GM was to remove it from the game.
LOLZ, n00b! I house ruled out CE before PF was even a game! PWNED!

Pay attention to detail, bro. That was my first house-rule as a PF GM... Not as a GM. By definition, you couldn't be a PF GM before PF was a game.

Your boasting should be replaced by embarrassment and shame!

XD


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Sarcasm Elemental wrote:
Lemmy wrote:
Necro'ing threads is generally a bad thing... But Pathfinder designers really need to read the OP. So.... I support this necro!
Your optimism is adorable!

Notice that I never said I believe they will do it, only that they should.

---

Really... Combat Expertise is so obnoxious it should have its own slogan...

"Combat Expertise! Because learning and casting 2nd level Wizard spells is easier than learning how to properly trip an opponent!"

or

"Combat Expertise! Because Dr. Stephen Hawking obviously qualifies for Improved Trip, but Anderson Silva probably doesn't!"

or maybe just something simple and honest...

"Combat Expertise! Because F@#& you, martials! How dare you try to do anything other than stand still and full attack?! Know your place!"

---

Stupid feat tax... My first house rule as a PF GM was to remove it from the game.


Necro'ing threads is generally a bad thing... But Pathfinder designers really need to read the OP. So.... I support this necro!


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Much like Assassins, tower shields are indeed not completely useless... Just really freaking awful and strictly inferior to similar options.


Why... Just... Why?!

Why is Fish still alive? Her scenes make no sense! They aren't even entertaining! They are just infuriating!

Why is Barbara suddenly creepy?

And WTF are they doing to Penguin? Where is the guy who lied and manipulated his way to the top? Why is he suddenly so useless and completely dependent on someone else's protection?

Argh... This series went from incredibly entertaining to o really freaking frustrating!


bookrat wrote:
And while looking up the link for that, I found out that IT WAS MADE INTO A MOVIE!!! OMG, yes.

By the creators of The Gamers, no less.


Freehold DM wrote:
"Lemmy wrote:
It becomes a pointless exclamation of "Gurl powah!" a la Final Fantasy X-2.
we certainly disagree here.

That's okay. We can disagree and still get along...

After all, you do have the right to be wrong... XD


Fergie wrote:

I think this is really "Stuff I hate about 3.5 D&D"

Most of the things you mention were worse back then, and have improved steadily throughout the versions.

Well, he can hate these things in both systems. In fact, it would be really weird if that wasn't the case... Pathfinder alleviated some of these problems, but didn't solve any of them.

Besides, it's very possible to like (or even love) something and still hate some of its aspects... Nothing is perfect, after all.


I don't like the fact that Lady Thor captured her first super-villain... Because the villain allowed her to. It pretty much undermines the whole "girls can be badass too!" theme... It becomes a pointless exclamation of "Gurl powah!" a la Final Fantasy X-2.

It would have been better to see Titania mocking Thor, saying that she's entering the game in the shadow of someone else instead of making a name for herself (similar things have been said to other "replacement/spinoff" characters, such as Daken and Skaar)... And then Thor proves her wrong by beating the villains and showing just how badass and worthy of Mjolnir and her name she is (I still don't see why "Thor" is treated as a title, rather than a name, but I guess that's easier than making a new character... Tsc... I still want to see Lady Sif getting a greater role in the Marvel Universe... She's awesome)!

I also didn't enjoy seeing creel being defeated so easily. He's a staple villain (and really overpowered one too) and I hate seeing iconic characters being shown as weaklings. Beating Creel is no small feat. It should be a great deed that (deservedly) solidifies a hero's cred, not a throw away joke.

Could have been a cool battle... Became a nonsensical comedy scene that isn't very funny...


Number 8 doesn't bother me much because charm/dominate effects are classic fantasy abilities and usually offer multiple saves (often with a nice bonus too). Sure, it's annoying to get hit by one, but that's mostly because of their SoL nature.

I don't see Number 7 as a particularly harsh problem. My friends and I survived and thrived many games without "carrying an apothecary". Scouting/Gathering Information/Divination/etc can often tell you which consumables you'll likely need.

6 doesn't bother me... But I wouldn't mind seeing Perception going the way of the old Concentration skill...

5 can be a problem... Although the party chipping in tp buy a healing consumable or two for the affected character fixes most of that issue.

I agree with 4. It's boring and pointless, but fortunately easily fixed with simple house rules. Simply give those mandatory bonuses to the PCs and let them spend their money on cool gear instead.

3 doesn't bother me if the encounter is (well) designed with that in mind. Spammable abilities are always a serious threat, so the GM should always take his time to throughly think how they affect an encounter and how much they raise the difficultt.

1 and 2 are really freaking annoying and frustrating. I do what I can to fix them, but SoL are so f@!@ing ingrained in the game due to the binary nature of saving throws that it can be quite a task to try and fix (or at least alleviate) these issues. I do what I can, though...


Crazy Odin was pretty cool...

Titania letting Thor arrest her because of "GURL POWAH!"... That's stupid. She's supposed to be a badass villain! She wouldn't surrender to Captain Marvel or Spider Woman, so why surrender to Thor just because she's female?

Freya's interaction with Thor was pretty meh too...


So... Flurry of Blows...

This ability fails on so many levels... It has three huge problems:

1- It turns a supposedly mobile class into a particularly crappy variety of stand-still-or-suck syndrome.
2- It forces unarmed Monks to pay twice as much for half the benefit. (You have to charge twice as much for the AoMF because otherwise non-monks could use TWF with IUS and get double the benefit for the price of a single weapon).
3- It makes any archetype that loses the class feature struggle with low accuracy... Rogue Style!

So... Here is my idea to deal with these problems:

Step 1 - Remove the "use Monk level instead of BAB" thing and simply give Monks (as well as Brawlers and any other class that gets FoB) a +1 to all attack rolls made with unarmed strikes, monk weapons or natural attacks (plus any other weapon they would be capable of flurrying with). This bonus increases by +1 at 5th level and every 5 levels thereafter (maximum of +5 at 20th level).

This allows archetypes to remain effective even if they lose FoB.

Step 2 - Remove the "There is no such thing as a Monk's off-hand unarmed strike..." line form his Improved Unarmed Strike class feature (this is to allow the fix for AoMF, keep reading).

Step 3 - Replace FoB with this variant:

Follow-up Strike (Ex): At 1st level, once per turn, when the Monk successfully hits an enemy with an unarmed strike or monk weapon, he can spend a free action to make an additional attack. This attack uses his total attack bonus and must be made with a monk weapon, unarmed strike or natural attack (This attack will henceforth be referred to as "Follow Up Strike").

At 8th level, during a full attack, the Monk can use this ability twice per turn. The second Follow Up Strike suffers a -5 penalty.

At 15th level, during a full attack, the Monk can use this ability three times per turn. The second Follow Up Strike suffers a -5 penalty and the third one a -10 penalty.

This ability cannot be used in conjunction with Two-Weapon Fighting.

- - -

(Notice that archetypes and feats that allow characters to use FoB with unusual weapons would allow them to use this ability with those weapons as well).

- - -

This has 2 main advantages:

1- The first Follow Up Strike doesn't require a Full Attack, which allows Monks to move and make two attacks, giving them an incentive to move and attack. It's not as powerful a a full attack, of course, but it's a good thing.
2- Since it doesn't use TWF mechanics, it allows the creation of a more sensible AoMF without giving double enhancements for unarmed non-Monks:

Amulet of Mighty Fists, Lesser: This amulet can be enhanced as a normal weapon (same price and same enhancement limitations). The enhancements added to it are applied to the user's unarmed strikes (but not natural attacks or off-hand attacks).

Amulet of Mighty Fists: Works as the normal one... It's there for TWFing unarmed combatants and creatures with natural attacks. (I'd give it the enhancement limit of normal weapons, though. I don't see why it should be capped at +5).

So what do you guys and gals think? Any suggestions?


He's gonna lose the bar, just so he can reacquire it and turn into the Ice Berg lounge... And we are going to have to watch Fish's winning the bar back...

*sigh*


Scavion... Stop f$&@ing up your quotes and go move that ghast! XD


Man... Issue 5 was pretty boring, IMO.

Too much "GURL POWER! UHU!" and too little "Let's tell an interesting story with compelling characters".

After reading 4 great issues, this one is a disappointment...


Freehold DM wrote:
let's not do this, guys. This anime was about a horrible moment in history, noone was thinking straight, and they didn't know much about the situation other than that they were living in it. this is also the same conflict that had civilians commit suicide rather than surrender when starving because they legitimately believed the enemy forces had would either take over their bodies, eat them in turn, or something else even more outlandish/impossible. Don't judge their madness by your sanity, especially removed by years and knowledge of nuclear fallout.

Sure, sure... But that doesn't stop the anime from being too depressing and preachy, though.

I can see the good stuff in it and I understand why people like it... But IMHO, it's overrated. It gets more praise than it deserves because it's a Studio Ghibli movie.


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It was fun to see Crixus... err... Slade again. He was a very entertaining villain.


Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:
Lemmy wrote:
That's disappointing... I was really enjoying the campaign... :(
I had the feelign you people didn't.

I was... Well... Maybe not so much the DDing daemons... But other than that, an enjoyable game.


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Not a fan of Grave of the Fireflies... Way too depressing and a tad too preachy for me. I can see why it's considered a good movie... But I didn't care much for it.


Male Human Dungeon Master 10/ Munchkin 10

That's disappointing... I was really enjoying the campaign... :(

If it helps, the one thing I learned from the campaigns I'm GMing is that at high levels, the GM should provide mission objectives, rather than adventure paths, because the characters have too many ways to go off-road. The GM should always make sure there are at least two ways to achieve each objective, but never assume either of those is the way the players will choose. And always assume the PCs will use the most direct and effective tools/tactics available to them.

e.g.: They won't use infiltration or politics to bring down an enemy when they can get away with killing said enemy and teleporting away.

Nicos wrote:
I had cool ideas but I could not link them together...and it might be a surprise but Scavion rogue was very hard to deal with.

Well... That Rogue is very well designed...


I actually like this change. The "SLA count as spells" FAQ caused too many unexpected rules interactions and wasn't very well thought, IMO.


Male Human Dungeon Master 10/ Munchkin 10

I just realized... Is Blackest Scale shut down permanently?


Male Human Dungeon Master 10/ Munchkin 10

I don't see why it would require anything more than a Perception check, since no other concealed/disguised thing does... But whatever.


I know how you feel, Rynjin... It's like they are making a conscious effort to make every single one of Fish's scene more idiotioc and non-sensical than the last one... -.-'


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Orfamay Quest wrote:
Lemmy wrote:
It pains me to see GM being willfully ignorant of RAW and RAI just to force their players to go through needless loops.
Quintain acknowledges that he's not being ignorant -- he understands the rules. He is simply trying to force players into unnecessary failures.

That's... even worse.


It pains me to see GM being willfully ignorant of RAW and RAI just to force their players to go through needless loops.


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Tsc... Who knew Fish could get even more tiresome. -.-

Her scenes are boring and annoying to watch... I have no idea why they insist on keeping this character around.


I ban d20s.


Quintain wrote:
Lemmy wrote:

On people not seeing the truck:

There are basically 3 possibilities:

- They were incapable of seeing the truck due to poor visibility or low Perception bonus (both of which explain why they would fail the DC even if taking 10)
- They were distracted (say, by texting or reading). And that distraction made it impossible for them to take 10.
- They actually saw the truck but were incapable/unwilling to evade it (in which case the Perception check is irrelevant).

I don't see how any of those conflicts with the Take 10 rules.

Or the truck came around a corner too fast for the person to react...this is what happens most of the time.

Kinda lends credence to the initiative option.

Isn't falling damage max'd out at 20d6?

I don't see the reason for a Initiative check, unless the truck were specifically aiming at the person. Otherwise, I'd at most rule it as a single attack against flat-footed AC (if the person fails the Perception check to notice the speeding truck)... Or maybe allow the person to roll a Reflex save.

Intiative implies intent to fight. That's most likely not the case... And what does that have to do with taking 10 on Perception checks?


On people not seeing the truck:

There are basically 3 possibilities:

- They were incapable of seeing the truck due to poor visibility or low Perception bonus (both of which explain why they would fail the DC even if taking 10)
- They were distracted (say, by texting or reading). And that distraction made it impossible for them to take 10.
- They actually saw the truck but were incapable/unwilling to evade it (in which case the Perception check is irrelevant).

I don't see how any of those conflicts with the Take 10 rules.


1- Freedom of Choice:
Being able to do anything you want (or at least try) is the whole reason why I play RPGs. No other game gives me absolute freedom of world interaction and character development.

2- Fairness:
This ensures my actions are what decide my fate, not the GM's whims... (although I'm still at the mercy of the dice gods :P).

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