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Father Jackal

Mathwei ap Niall's page

Goblin Squad Member. Pathfinder Modules Subscriber. FullStarFullStar Pathfinder Society GM. 2,190 posts (2,200 including aliases). 3 reviews. No lists. No wishlists. 5 Pathfinder Society characters.


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Cheliax

Pathfinder Modules Subscriber
Rikkan wrote:
No, arrows are ammunition not ranged weapons. So you can't make +1 seeking arrows.

Ammunition is specifically called out as a valid target for this enchant which overrides the exclusion you are referring to. That's why they added the chart to UE making this a legal option.

@Blahpers, yup.

Cheliax

Pathfinder Modules Subscriber
James Risner wrote:
neferphras wrote:
Ultimate Equipment the property does not have the little number next to it.

I just read Core (6th printing) and UE (1st printing) and couldn't detect a difference between the text or chart (neither had the "2" superscript that applies to ammo.)

So I again say, they look identical to the Core rules. So if anything it is a Core rules problem.

Yup, it's been this way since the game began and has intentionally stayed that way. Just because any number of GM's out there have allowed it doesn't change the fact that seeking has never officially worked with bows/crossbows or guns.

Cheliax

Pathfinder Modules Subscriber
neferphras wrote:
James Risner wrote:

I did check all his posts and there isn't a single relevant one with "seeking".

It certainly does seem to be on the chart that it isn't applied to the weapon ammo fired.

I can't count the number of seeking bows I've seen. The game last night had one. Are we certain it doesn't apply?

I am asking the GM that mentioned this to me for a link to his blog comment.

To answer your question in the Ultimate Equipment the property does not have the little number next to it. Which mean you could have a seeking error, but not a seeking bow. which is well... pretty dumb and make the property all but useless. Lets see what i can get on this.

Dumb is a kind of a heavy criticism since seeking is a VERY powerful enchant especially at a +1 cost. This restriction makes it more of a special power used when you REALLY need it as opposed to just making those ranged builds so much more OP then they currently are.

Cheliax

Pathfinder Modules Subscriber
LazarX wrote:
Mathwei ap Niall wrote:

Three: The enhancement bonus of Black Blade is set by you level and is lower than what your would get if you had standard WBL allocated to a magic weapon. Depending on your game, this can be good because you have a guaranteed magic weapon, but in a standard game, it's weaker than having a normal magic weapon.

My real issue with it is this is an archetype that takes away choices and options from the player all to save you a little cash which is the easiest most abundant resource in the game.
All taking this archetype does is save you a little cash up front in exchange for flexibility and power later in the game.

Add to that it really does lock you into a more martial style of play as opposed to magical. You are effectively trading your ability to bend reality over your knee and beat it to your whim for a hunk of pig iron that's a little easier to swing but acts like a stuck up girlfriend if you try to do what it doesn't think you should.
It's not a rationale trade.

1.Most normal campaigns you're going to find that "bend reality over your knee and beat it to your whim" doesn't quite work out that way in practise. Even the straight magus falls very short of the wizard in this aspect.

And taking an archetype that makes you fall any further behind is a good thing?

Quote:
2. Maybe I want to be locked into a more martial style, that's the beauty of choices and archetype, you can ratchet the class's style to taste. If you have a problem with this over the bladebound, you must really hate the Kensai, Myrmidach, and Skirinir archetypes.

And that's entirely your CHOICE, this archetype takes that choice away from you at a very expensive cost.

Those 3 archetypes are not on my favorite list but they are nowhere near as expensive a choice as the Bladebound (though the Skirnir is close).

Quote:

3. And why does everyone consider every class but the Fighter, "feat-starved"? You're not supposed to be able to grab the whole pie, just a decent slice of it.

It's not about grabbing the whole pie, it's strictly that what slices of the pie it CAN take most of those are usually reserved to the same pieces over and over again.

Cheliax

Pathfinder Modules Subscriber

There is no comment from sean on the boards I have found and we've been over this seeking enchant question repeatedly. Seeking doesn't work the way you are thinking, it doesn't apply to ammunition fired from the bow. If you wanted to throw the bow/crossbow at the target it totally works that way though.

Cheliax

Pathfinder Modules Subscriber
chaoseffect wrote:
Rerednaw wrote:
Losing/delaying a magus arcana in exchange for Hexes didn't seem like a horrific loss, but then I haven't played a magus (though I've been in parties with them).

Hexcrafter actually loses nothing in the long run except Improved Spell Recall (as that is not replaced by the archetype the Hexcrafter gets regular Spell Recall at level 11) and in return gets a bunch of extra powerful options he can take. Nothing about the archetype innately delays Magus Arcana progression.

And that is why Hexcrafter is awesome.

Not quite true. Other then giving up early access to spell recall it also forces the Magus to give up several Arcana he would have taken if he hadn't spent those arcana slots on hexes. This is not necessarily a bad thing but it is an opportunity cost that you have to absorb.

Not terrible but can be unpleasant to let some of those options go in a feat-starved class.

Cheliax

Pathfinder Modules Subscriber
Imbicatus wrote:
I didn't mean to suggest it was hate worthy, sorry. My actual response was:
Quote:
Are you certain on bladebound? The blade doesn't upgrade as quickly as a normal magic weapon, and not getting an Arcana until sixth level really hurts.

I don't personally like it that much for a few reasons, but it can be good if you are in a low magic campaign.

One: It delays your arcana. In your other thread you were making a hexcrafter, and they need arcana for hexes and for normal arcana. You can't take an extra arcana feat until you have an arcana, so waiting until 6th level delays one of the main magus abilities.

Two: It reduces your Arcane pool. This is a needed resource and it hurts when it's missing.

Three: The enhancement bonus of Black Blade is set by you level and is lower than what your would get if you had standard WBL allocated to a magic weapon. Depending on your game, this can be good because you have a guaranteed magic weapon, but in a standard game, it's weaker than having a normal magic weapon.

Four: Intelligent items are a pain. Bickering with your blade is not my idea of fun, and I was never really a fan of Elric, so having a powered-down Strombringer isn't appealing.

I'm the one who expressed the hatred for this archetype but I agree one hundred percent with your statements here.

My real issue with it is this is an archetype that takes away choices and options from the player all to save you a little cash which is the easiest most abundant resource in the game.
All taking this archetype does is save you a little cash up front in exchange for flexibility and power later in the game.

Add to that it really does lock you into a more martial style of play as opposed to magical. You are effectively trading your ability to bend reality over your knee and beat it to your whim for a hunk of pig iron that's a little easier to swing but acts like a stuck up girlfriend if you try to do what it doesn't think you should.
It's not a rationale trade.

Cheliax

Pathfinder Modules Subscriber
Rerednaw wrote:

@Math

So your advice is to Truestrike with an exotic reach weapon? I'll admit I didn't think about that.
So round 1: cast Truestrike. Round 2: Swing? And then repeat? And after 4 rounds and 2 swings...continue to fight at -4 to hit?
I don't see how that is much better could you explain?

I'm sorry you hate the archetypes, what other advice to improve their defense/offense?

@Lazar

I thought about a bow...but +1 to hit is pretty lackluster. He carries chakrams mainly for range. They add his strength and are one-handed to boot.

He also carries a bow as backup but by the time he's running into harpies...not sure if that's the best way to go offense-wise. As opposed to flying and engaging them in melee.

If offense is paramount then what would you change to increase his offensive output?

It's not quite intuitive so it's understandable you might miss it. This is strictly for low level games, the typical 2hd attack at first level will kill any average target in one hit and most fights are over in 2-3 rounds.

So with this tactic the fight starts, you cast true strike and move into position and wait. They will either move at you and provoke an AoO and eat that guaranteed 2hd hit and die or stop short and let you move in and kill them at the beginning of round two. This will be all you need to do for all of 1st level.
At 2nd level you get spellstrike allowing you to cast and attack every round so you always hit with the 2hd and there is no wasted round prepping. That level you'll cast true strike and move up to the BBEG and swing and if it's still alive at your 2nd round you'll just stand there and hit it again. With a decent strength score and the hardest hitting 2hder you can get (go for an oversize 2hder, you really don't care about the attack penalty, you have at least a +20 to hit on every attack to absorb that penalty). you will consistently be doing more damage then any spell you can cast.
At 3rd level you get your Black Blade and your first extra D6 from your spells so you can now dump the 2hder because the spell damage finally exceeds the 2hder damage.

As for the Defense option I personally recommend ignoring it at this level. The Magus at default is a burst class, go first and hit your target so hard it dies or panics and runs away. Low level fights tend to be resolved in 1-2 hits (oddly enough so do high level fights) so if you build your character to do such frightening amount of damage per hit you won't need to concern yourself with defense, everything will be dead before they can respond.
If you do decide to invest anything into defense then you'll run with Displacement plus Misfortune Hex with just an average amount of armor (mithril breastplate or so) and let that triple layer of protection handle it. If they can roll to hit your AC TWICE then they still have a 50/50 chance of missing you entirely. Anything more than that takes the risk out of it which is part of the fun.

My issue with the Black Blade is you give up so much for it and get back so little. Yes it is a free scaling magic weapon so it saves you cash but you give up the option of having spell-storing on your weapon, you lose all Arcana for half your PFS career and you take a BIG hit to your arcane pool which powers your best tricks. It's just a bad deal to me, especially on top of what hexcrafter makes you give up.

Cheliax

Pathfinder Modules Subscriber

If you are really planning on spending this kind of gold for this idea to work then spend a little bit more and buy a Blinback Belt and just throw spell storing daggers/kukris.

By the time you can afford to do this (8,000 GP per weapon x3 weapons minimum) the extra 5,000 for the belt will be nothing. It also makes sure you never lose a weapon, makes sure you can always full attack every fight and with 2 arcane points per fight (Grab Accurate Strike to target touch AC's) you'll pretty much never miss.

Have fun, I hope you can afford it.

Cheliax

Pathfinder Modules Subscriber

This is society play where the best defense is a good offense.

First things first, why are you trying to build your CASTER character like a MELEE character.

As I've always said, a magus is CASTER who fights not a fighter who CASTS.
Hexcrafters are even more like this.
If you really want to up your survival chance spend your feats/traits/cash on making your magical abilities better and use that to either eliminate the target before it can hurt you, boost your mischance so they can't hit you or debuff them so they can't do anything.

Oh and at low levels use a Dwarven Longhammer as your weapon and truestrike as your go to spell. You'll hit almost as hard as a barbarian and never miss.
+20 to hit and ignoring concealment is better then an additional 1D6+1 from from frostbite or shocking grasp and with the higher base damage from the hammer it'll equal the damage from the spells and 2hding the Longhammer pushes your average damage higher then the spells can go (and the crit is MUCH better).
PLUS it's a reach weapon so you'll never need to worry about making a concentration check to use it.
Once your Blackblade (hate this archetype by the way, it's absolutely terrible) comes on line and your hexes start showing up THEN you switch to the 1hders and the various combat tricks you use them for but always remember.
Your weapon is there to deliver your spells, not the other way around.

Cheliax

Pathfinder Modules Subscriber
Melil13 wrote:

I can probably guess the answer to this but can you use Vital Strike on a Ranged Spellstrike?

I am making a Card Throwing Magus who can channel spells through the throwing cards.

Using myrmidarch and staff master ... in a hope of making the dmg from the playing cards (uses the stats of a Dart with a feat) viable i was hoping to use vital strike.

So Vital Strike (1d4+1d4) + Ranged Touch Spell (1d4,1d6,ect)

Do you think at level 6+

2d4(Vital Strike)+1d3(Acid Splash/Ray of Frost)+Str 2 + Arcane Strike 1-2

on 1 attack a round would be too much to ask a GM to wave?

You already know the answer to this question is no.

Vital strike is a standard action and casting the spell is a standard action and the spells you've listed can't be held.
If you were to substitute one of the touch range spells with charges (chill touch, frostbite, shocking grasp) then you COULD but you'd have to spend a round re-casting the spell to start it each time.

So no, you can't make a Gambit clone this way.

edit: here's the FAQ entry that shuts this idea down.

FAQ wrote:


Can Vital Strike be used with Spring Attack? Can Vital Strike be used on a charge?

No. Vital Strike can only be used as part of an attack action, which is a specific kind of standard action. Spring Attack is a special kind of full-round action that includes the ability to make one melee attack, not one attack action. Charging uses similar language and can also not be used in combination with Vital Strike.

Cheliax **

Pathfinder Modules Subscriber

In PFS you don't replace alertness with cooperative casting, you just keep the alertness ability.
I asked the same thing when the book came out.

Cheliax **

Pathfinder Modules Subscriber
Jiggy wrote:
Mathwei ap Niall wrote:
Unless I'm missing something somewhere that says the spell can come from the sensor

Well, it says detect magic and friends operate "through the sensor". What does that mean?

You keep pointing out that it doesn't specify anything about altering the range or point of origin, but you won't say what the difference is between casting detect magic by itself and casting detect magic through the sensor.

The rules say you can cast detect magic through the sensor; we have to follow that rule. So what does that rule mean?

Well now you are making assumptions that aren't in the spell. The spell doesn't say you can cast through the sensor, it's exact words are
Quote:
In addition, the following spells have a 5% chance per caster level of operating through the sensor

.

You don't cast the spell through the sensor just that if you have the spell running it be used on something the sensor can see. It's base emanation point is still the caster.

@mattastrophic, It is an old spell true but the game is constantly evolving and new spells really help identify changes in the language. This one is just the first I've seen that highlights this difference.

Cheliax **

Pathfinder Modules Subscriber
Jiggy wrote:
Or perhaps more to the point, it says that detect magic (among others) "operates through the sensor". That means that casting detect magic while you're scrying is materially different than casting detect magic while you're not scrying. So what do you suppose that difference is?

My question with that is that the range of all spells is from where you cast it to the limits defined in the spell. The detect magic spell says it's a cone shaped emanation from you out 60 feet. Scrying lets you see the target but doesn't say that the spell emanates from the magical sensor (Like eldritch conduit does).

Since that spell exists and is the official way of having a cone effect emanate from a point other than yourself and the scrying spell doesn't have that language then by the default then Message, Detect Magic, etc. spells should still come from the caster and fall under the range rules that are built into those spells.
Unless I'm missing something somewhere that says the spell can come from the sensor you should probably need to either use long range spells or get close to your target before you scry and fry them.

edit: best I can tell is Scrying gives you line of sight/effect to the target but doesn't override the range restriction put in place to prevent scry and fry tactics from working.

Cheliax **

Pathfinder Modules Subscriber
Majuba wrote:

Congratulations Jig.. Jiao-long, for getting to play this finally! :)

Mathwei ap Niall wrote:
draxynnic wrote:
the party contacted the Red Raven by using a message spell through scrying (using the dagger that the Raven used to kill Adril)...

I'm a little curious how this worked to be honest.

Since scrying has a 1 hour casting time then the red raven is at least at the entrance to the maze (which is 300 feet from the back of the lodge). Message only has a range of 100ft +10dt per level for a maximum of 220 feet for a level appropriate caster.
Scrying says you can cast message through it but nothing about whether it changes the range limitation on that spell.
They should be able to observe him but not speak to him.
Being able to cast message and the detect spells "through the sensor" shortens the range. There wouldn't really be any point in casting any of those spells if it didn't work that way, since you're not going to scry on something that you have line of effect to.

I understand that's the assumption but I'm not seeing anywhere in the rules that states that assumption is true. It's not a defined perk in the scrying spell or in the divination school, nor can I find it anywhere in PRD that says that either.

I'm just looking for the rules text saying it works this way.

Cheliax **

Pathfinder Modules Subscriber
draxynnic wrote:

Greetings, all,

I recently ran the above module for a group, and have come across an ambiguity in the interaction between the module itself and the Pathfinder Society guidelines.

Basically, the situation is this: While the Red Raven escaped (just), the party contacted the Red Raven by using a message spell through scrying (using the dagger that the Raven used to kill Adril) and thus received the password in order to see his evidence implicating Adril. This meant Geppa was present for the encounter in the caves and, thus, they both had the password and someone to recognise the password when they reached that encounter, and thus bypassed the combat entirely.

This meant that they never had the opportunity to pick up the ring that controls the phoenix (or even know about it), and thus get the campaign point for that encounter.

The ambiguity is that the section on "Creative Solutions" in the Guide says that players who find a creative means of avoiding a combat encounter (and this counts) should get the rewards. However, the section in question talks about rewards in money and access, and talks about rewards for a combat encounter - freeing the phoenix is effectively a roleplaying encounter that follows the combat encounter.

For the record, if this was a home campaign I would have no objection to giving them a point on the basis that they also managed to rescue the naga (a personal agent of one of the Ten) from Condria's control - something that isn't listed as being worth a campaign point, but which possibly should be. Given that this is organised play, however, I'd like a precise ruling before I award (or otherwise) the point.

I'm a little curious how this worked to be honest.

Since scrying has a 1 hour casting time then the red raven is at least at the entrance to the maze (which is 300 feet from the back of the lodge). Message only has a range of 100ft +10dt per level for a maximum of 220 feet for a level appropriate caster.
Scrying says you can cast message through it but nothing about whether it changes the range limitation on that spell.
They should be able to observe him but not speak to him.

Cheliax

Pathfinder Modules Subscriber
Diego Rossi wrote:

You need to have an actual, real hand free to use spell combat.

You can wield a metamagic rod with the hairs and use it with spell combat.

And where are you getting that interpretation? Prehensile hair has been called out as effectively an additional hand for nearly all purposes (save wielding weapons and shields) and is explicitly used as a casting hand for spellcasting and spellcombat.

What reasoning are you using to believe it's not valid?

Cheliax

1 person marked this as a favorite.
Pathfinder Modules Subscriber
kevin_video wrote:
Mathwei ap Niall wrote:

The 9th THINKS they made sure of that. Every messenger, delivery boy, minion and new trainee who's made it too or past the front door saw something.Elise would have interrogated them all to find out what little scrap of information they might have seen or heard as they were doing their jobs.

Anyway, that actually makes it even easier. The hydra is outside the door and the golem is inside it. Use the exact same tactic and have the hydra beat the trap door down and attack the psychotic golem. If it wins great, if it loses the Verdant can finish off the golem and continue.
With the hydra's fast healing and multiple heads it should walk through any trap (especially with a pocket healer keeping it up) and wail on the golem hard enough to take it out of the fight in 2 rounds. It's bite bypasses the Golems DR and it's pounce makes sure it's always full attack. Have one of the casters hit it with lockjaw or strong jaw and not only...

The minions never made it past the front door. They know of the hydra, hangman tree, assassin vines, and golem, but that's it. The wizard is crazy paranoid. I mean, his eventual character's plot is, even if it takes 200k years, he wants to overthrow Asmodeus and replace the god. Not that Asmodeus doesn't already have that with the 8 other layers.

And they got rid of the lillend a long time ago by killing off Jurak and framing the priestesses of Farholde, and getting them to slaughter each other. There's no longer any clerics in Farholde, save Trik. The 9th made sure of that.
The dire tiger is the PC ranger's new animal companion, so one-eye won't betray them any time soon.
They'll have no problem with magical support since four of them are casters, and the other four are fighter types. There are eight of them, not including the NPCs they've got, and the undead. It will definitely be hard to make it a difficult fight, but I'll try.

There will ALWAYS be more clerics, until they complete book 3 there is an endless supply of new clerics out there coming this way. Doesn't matter though, clerics are immaterial to this combat. Since the druid and sorcerer know there's assassin vines, Hydra's, Hangman trees and a golem there, it stands to reason those two would simply charm all of those to attack the front door, kill the golem and rampage through. I'd do it and I know most PC's would do it too, it's just efficient that way.

As for the Dire Tiger:
A). That's not a legal animal companion for Rangers but you allow it so B). There's nothing about being an animal companion that prevents Charm monster from forcing it to attack it's master. It's just an opposed Charisma check and with the Gnome's charisma score he has a better then average chance of commanding the Tiger to turn(especially with a quick bungle spell at the right time).

Realistically both of these NPC's were built as controllers focused on enchantment and mind control spells. Given as much forewarning as they apparently have (without a doubt they know what classes and magical abilities the PC's have from the 7th) they'll be trucking as many charmed/summoned minions as they can and that could easily be a LOT (the ward doesn't stop summoning spells, it just makes you step inside of it to cast the summon).
Considering how big your players group is it would be madness not to bring at least an equal number if not more.

Finally this fight is as difficult as you want it to be, if you are concerned it'll be too easy then break the rules, you are the GM your job is to make it fun and exciting. Personally I'd sneak in with the druid wild shaped into an earth elemental and completely scout/map the place out, identify the priority targets and with a quick silence spell dog pile each PC when they are alone and asleep. That's no fun but probably the easiest most efficient way to do it.
Just remember, a Druid can go anywhere they want to and there's nothing you can do to stop them.

Cheliax

Pathfinder Modules Subscriber
kevin_video wrote:
Mathwei ap Niall wrote:

You are incorrect about hide from undead, intelligent undead can be affected, they just have to fail a will save for it to affect them.

As for handling your problem...** spoiler omitted **...

Sorry, you're right. They're not immune. It's just that I roll well every time so they might as well be immune to it. At least when it comes to the PCs.

Wow, I must have half asleep when I wrote that and I can't edit it either. Let's try again because the scenario you gave me doesn't work at all, but would if what I said was accurate. The hydra is not on the second floor. It's outside at the bottom of the stairs to the first. The first floor has a built door with a trap on the other side, and is guarded by the alchemical golem who is situated behind the half-wall inside. The caves are so well guarded it's not even an option. Everyone would need command plants and charm monster to get that to work. Even with wands that's a lot of charges and low saving throws.
And Zadaria knows nothing. The 9th made sure of that.

The 9th THINKS they made sure of that. Every messenger, delivery boy, minion and new trainee who's made it too or past the front door saw something.Elise would have interrogated them all to find out what little scrap of information they might have seen or heard as they were doing their jobs.

Anyway, that actually makes it even easier. The hydra is outside the door and the golem is inside it. Use the exact same tactic and have the hydra beat the trap door down and attack the psychotic golem. If it wins great, if it loses the Verdant can finish off the golem and continue.
With the hydra's fast healing and multiple heads it should walk through any trap (especially with a pocket healer keeping it up) and wail on the golem hard enough to take it out of the fight in 2 rounds. It's bite bypasses the Golems DR and it's pounce makes sure it's always full attack. Have one of the casters hit it with lockjaw or strong jaw and not only will it destroy the golem in no time it'll do a real number on the PC's.
The Assassin Vines and the Dire Tiger are much closer and can easily be added to this natural revolt (they already don't like and have a reason to kill the pc's)and those 4 creatures running a muck through the first floor will easily decimate the traps and guardians there and probably through the 2nd floor too.
Your players will expend significant resources trying to curtail this rebellion before the verdant join the fight and if they are making an easier show of this then you like, well there's a interested Lillend who is likely to join the verdant on this assault and she is deadly with this group.

Getting in is the easy part, making it a dangerous but winnable fight for the PC's is the really hard part. This setup is full of TPK, 3+ pouncing, hard hitting natural attackers with serious magical support is hard to fight on a good day and this isn't a good day.

Cheliax

Pathfinder Modules Subscriber
kevin_video wrote:
SnowHeart wrote:
Between the lot of you, you ought to be able to find a gaming spot. Have you tried the community library? University library (they usually have tons of small meeting rooms that are available outside of exam time; provided one of your group is a student). Got a gaming store with a free table? Living room floor?

** spoiler omitted **

We're not the only ones out. PFS also used the university so there won't be any PFS games until Sept as well.

** spoiler omitted **

You are incorrect about hide from undead, intelligent undead can be affected, they just have to fail a will save for it to affect them.

As for handling your problem...

Unsecure location:

If those are the extent of your PC's preparation then that place is easy to break into with almost no modification to the banner verdant.
Step one, swap out one of Brunhild's Cure serious wounds with a Earth Glide spell. This lets her walk straight into the horn onto any floor room she wants. With Elise's information they know as much about the layout as you want them too.
Step two, Get a large bag of holding and a bottle of air. Put the rest of the party in the bag and carry them into the horn.

This gets them into the horn, with a quick invisibility spell and a liberal use of Fineas' Charm monster spell to convince the hydra to attack the Golem and go rampaging through the 2nd floor. It's fast healing will let it set off and recover from all the traps there forcing the party to come down and deal with it (or send other minions which lets the verdant pick off more of their troops).

Once the PC's show up ready to fight the Hydra the Verdant can appear and blindside them and turn that fight into a nightmare. If you want to be especially cruel you can have the druid use command plants on the assassin vines and throw them into the fight too.
Really the only change to what's written that I'd recommend is a limited use wand of invisibility so the verdant can be unseen when the PC's show up or use scry to see what's going on.

Cheliax

Pathfinder Modules Subscriber
roninwb wrote:

I hate rules lawyers as much as the next guy, but unless they have added errata or there is a rules clarification that i have not seen.You can not combine spell combat with dervish dance. As it is written, spell combat works like two weapon fighting but you use a spell rather than a weapon. Meaning that hand is being used for a purpose of casting a spell as your fighting. So your off hand is not free when you are using that ability. Both of them require the off hand to be free. One used it to cast spells and use touch attacks. The other requires it for balance. You can't even use both your hands to use the scimitar as a two handed weapon and have it work with dervish dance because your off hand has a weapon it it even if its the same as your main hand. Spell cstates the spell is being cast. So the round you use spell combat, you do not get the benefits of deverish dance. It's the same idea you can not use a two handed weapon with spell combat, your off hand is not free.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. [Bold]This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. [/bold] To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than...

You are making assumptions that are not listed anywhere in the feat description.

Dervish Dance does not require your other hand to be empty it just requires you to not have a weapon or shield in it. You can have anything else there you want in that hand (a spell, a scarf, a bowl of fruit, etc) and be just fine.

Cheliax

Pathfinder Modules Subscriber

Yes they get it.
Only difference between witch and wizard familiars is the witches holds their spells like a spellbound.

Cheliax

Pathfinder Modules Subscriber

No, thats not what I'm talking about.
To get your terrain dominance bonus versus the target it has to be native to the terrain you have selected not be in the terrain you choose.

terrain dominance wrote:
When dealing with creatures /native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus.

Terrain bond makes the terrain you are in function as your highest favored terrain, it does not make the creatures in it native to that terrain.

You'll get the favored terrain bonus but you wont get the favored enemy bonus.

Cheliax

Pathfinder Modules Subscriber

Gaseous form + Hide from Undead, or just a good Rogue with Hide from Undead and/or Invisibility Sphere. The rogue currently with the party can open those locks with a decent set of lockpicks and taking 20. Easier thing to do is simply pour acid over the lock and push. They aren't trying to leave the place intact.

Simply use the same tactics against them that they use against you and relax. If they give you any issues with it just say do you not want this tactic to work the next time they try to use it?

Cheliax

Pathfinder Modules Subscriber
Grizzly the Archer wrote:

Terrain bond allows the land your in to be your territory. That allows you to transfer your extremely high (example. Mountains +18) to lets say forest, when in the forest. And since it lasts hours, it works great for terrain dominance. It's very useful for combat, large scale.

Instant enemy is a swift, but you won't have 3rd level spells with only 8 levels ranger.

So, get a wand of instant enemy, but as a wand it's now a standard action.

I never said it wasn't nice, I said it doesn't let you use the Terrain Dominance ability against your target.

Dominance only works on targets that are native to that terrain, terrain Bond doesn't change that restriction.

Now if you are in a non-favored terrain and fighting a target native to your best terrain casting terrain bond will give you the init bonus but none of the combat bonuses.

Cheliax

Pathfinder Modules Subscriber
Xavier319 wrote:
So yes

No. This question gets asked so much I had to go back and bookmark this dev response so I could just point to it.

Linkified

Mark Moreland wrote:
As for a familiar's abilities, they do not increase in duration or potency, as the creature's HD do not increase. For the purposes of determining whether or how a spell effects a familiar when the familiar is targeted (like sleep, color spray, or blasphemy), it treats the caster's level or it's own HD total as its HD (whichever is higher). A familiar scales by having half the caster's hit points, and using the base saves and base attack bonus of the caster if higher than the familiar's. But a familiar is not a cohort, nor an animal companion, and thus it advances only as outlined in the Familiars section of the wizard class description on page 82 of the Pathfinder RPG Core Rulebook.

Cheliax

Pathfinder Modules Subscriber
Grizzly the Archer wrote:

I'm also playing a Horizon Walker/ranger/rogue. Some insight:

Your probably better off getting to ranger 6 for the Imp. Precise shot and qualifying for HW. from there, 3 levels horizon walker to get the Terrain Dominance you want first. From there you have a decision to make. Delay 2 levels of rogue for morem HW, or take them now to boost your terrain, and take HW later.

I'm personally going ranger 6/HW 3/ rogue 2/HW 7/ranger 2

For nice benefits, take the player companion ranger ability instead of the animal companion version.myhis way, as a move action, you give your allies a bonus of your terrain (which is FE for all purposes) 1/2 your terrain bonus to atk/Dmg.

Also, the item, Horn of the Huntmaster, allows you to give your full FE bonus to allies for a short duration. S you can choose what to do.

Instant enemy spell, and terrain Bind spell are amazing. Better one is terrain bond, since it will allow you to not waste your first round casting instant enemy.

Instant Enemy is a swift action cast so it doesn't interfere with your first round action.

Terrain Bond is nice but it doesn't trigger the Terrain Dominance ability against your opponents so is less useful in combat.

Cheliax

Pathfinder Modules Subscriber

The teleporter is a nice way for them to invade and attack but not necessary depending on how well the PC's have defended the other entrances.
Swap out one of the clerics spells for a decent infiltration spell and have them use that to get in and out.

Cheliax **

Pathfinder Modules Subscriber
Mattastrophic wrote:

Though it's tough for any of us to talk about underplayed scenarios, because our perspectives are very limited, I'd say...

-Red Harvest (best scenario of Season 3)
-Eyes of the Ten I: Requiem of the Red Raven (best scenario ever)
-The Jester's Fraud (up there with Dalsine Affair in Season 2)
-Hall of Drunken Heroes (Season 1, pretty solid if The Weird Part is cut out)

Hall of Drunken Heroes is awesome (mostly BECAUSE of the weird part).

The look on their face when the ID that spell is so worth it.

After that I truly enjoy
Rebel's Ransom (An honest to goodness dungeon crawl and FUN to build)
Sarkorian Prophecy (She's my favorite 2hd wielder ever)
Pallid Plague (A scenario that encourages skills AND improv? Woot!!)

Cheliax

Pathfinder Modules Subscriber
LazarX wrote:
Jubrayl Ibor Ardoc wrote:
Mathwei ap Niall wrote:
I still prefer the Homonculus. Unlike all the other familiars out there this is the ONLY one that can actually increase it's base Hit Die and gain extra feats/skills/increase DC's and add extra powers.
*scribbles notes*
This only applies if it's built as a bestiary construct. If it becomes an actual familiar, familliar rules supersede that.

That's an... interesting interpretation, wholly outside the rules but interesting.

The only thing that changes when you take a homonculus as a familiar is it's hit points change to half of what the Master has and that it uses it's masters rank in skills that are higher than it's own.

familiars wrote:
It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type.

And I see what you did there Jubrayl, I'm watching you.

Cheliax

Pathfinder Modules Subscriber
Keep Calm and Carrion wrote:
Mathwei ap Niall wrote:
Don't ever knock the power of Threefold Aspect...It grants you complete immunity to Baleful Polymorph...

"Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form."

Polymorph itself works only on willing creatures.

Which is really unclear since Baleful requires you to fail 2 saves to be fully affected by it. What happens if you are under the affects of threefold and fail the fort save but make the will save?

You did resist the effects so Threefold isn't dispelled and is still running so the default polymorph rules should kick in.

Transmutation school wrote:


You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

Cheliax

Pathfinder Modules Subscriber

Wait you're actually going to trade Silence, Haste, Disintegrate and immunity to all negative Polymorph spells for Blink, Invisibility and a few illusion spells that keeps you from using your hexes? Sounds like a bad trade to me.

Don't ever knock the power of Threefold Aspect, it's far more useful than you think.
A. It grants you complete immunity to Baleful Polymorph, Excruciating Deformation, Polymorph, and any other spell/effect of the polymorph sub-school.
B. Gives you a disguise that can only be defeated by the true seeing spell.
C. Gives you effectively over 40K in free magical equipment for the cost of a single 4th level spell slot, (A headband of mental prowess is 40K gold).

Cheliax

Pathfinder Modules Subscriber
Sindalla wrote:
Mathwei ap Niall wrote:
Darigaaz the Igniter wrote:
Terrain dominance gives me the favored enemy bonus, but it doesn't give me any favored enemy types. So Instant Enemy is still useless.

Incorrect.

Quote:
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

This includes the terrain that it's native too so your terrain dominance kicks in and all of this comes together.

All your bonuses turn on and you now can destroy anything that gets in your way.
PFSRD wrote:
At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

It states a distinction between the two.

PFSRD wrote:
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

Favored Terrain bonus =/= Favored Enemy bonus.

He treats his favored terrain bonus as a Favored Enemy bonus. It does not replace it.

Not quite understanding what you are trying to say here.

The accepted way this works is you cast instant enemy on a target and choose to consider it of type humanoid (Gnoll). At this point it's normal terrain is flagged as Desert so your favored terrain (Desert) kicks in and you now use that bonus as a favored enemy bonus against that target.

Cheliax

Pathfinder Modules Subscriber
Darigaaz the Igniter wrote:
Terrain dominance gives me the favored enemy bonus, but it doesn't give me any favored enemy types. So Instant Enemy is still useless.

Incorrect.

Quote:
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

This includes the terrain that it's native too so your terrain dominance kicks in and all of this comes together.

All your bonuses turn on and you now can destroy anything that gets in your way.

Cheliax

Pathfinder Modules Subscriber
Darigaaz the Igniter wrote:

Guide doesn't have favored enemy anyway, so instant enemy is a moot point

EDIT: I might go Rgr6/HW3/Rgr4/Hw3/Rog4. Depends on how I feel when I get to that level.

Guide doesn't but Horizon walker DOES.

Quote:

Terrain Dominance

At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

This makes that spell not work with anything native to any of your favored terrains. Since the Horizon Walker 10 will have ALL terrains as a favored terrain this could completely remove this spell and it's superior bonus from the character. Technically it will make the character weaker at this point.

Cheliax

Pathfinder Modules Subscriber

The ranger 10/HW 10 actually caps at +16 (18 with the boots) but your other favored terrains are stuck at +2.

The rogue dip gives you +18 (+20 with boots) but for every feat you burn it goes up by an additional 2 AND all your other favored terrains increase to significantly higher levels (3 feats spent this way give you a +26/+24/+22/+8 on all the others).

This is important since the Instant Enemy spell doesn't work on any creature native to ANY of your other favored terrains. It's an overlooked limitation but a significant one.

Cheliax

Pathfinder Modules Subscriber

You CAN do more but as I said months ago it's a boring build idea and will not be fun after the 5th time you do it.

Cheliax

Pathfinder Modules Subscriber

Eh if you want to do it martially then go fighter with the Net Adept line of feats and a snag net.
Done properly you can Trip, Entangle, Blind, Disarm, reposition and force a concentration check to cast any spells on a target you don't like.
All of that works without spells and will affect almost every opponent in the game.

Total shutdown of any target you don't like.

Cheliax

Pathfinder Modules Subscriber

I'd REALLY recommend squeezing 2 levels of rogue in there for the extra benefits.
I'd recommend Guide 8/Rogue 2/Horizon Walker 10 as the most optimized version.
You want the rogue levels so you can pick up this one rogue trick Terrain Mastery.
With that every time you spend a feat on it you get an additional Favored Terrain & a free +2 to all your other favored terrains.
Do it right and by end game you'll have a +24 or better on Initiative, Bluff, Knowledge, Perception, Sense Motive, Survival checks, weapon attack and damage rolls against anything you want on top of whatever you get in gear and class skills.

Built properly you could be almost guaranteed to know everything about anything you're fighting and always hit and never get hit in battle.

Cheliax

Pathfinder Modules Subscriber
ngc7293 wrote:

I guess we are going to agree to disagree on the Kensai. As far as the Skirnir, that is for the most part another Sword and Board character and we will have a fighter in the party that is all over that. Though I see the benifits with Shield Bash and the like and it being a very defensive character, it's not something I would build immediately. If I had a choice, I would build a character with TWF (two swords, not sword and spell).

The magus came about because I saw the Duskblade in 3.5 and we started playing Pathfinder after that. I was later shown the magus and wanted to play a similar character type.

@Rerednaw (or anyone else)

Rerednaw wrote:


ngc7293 wrote:

How does the half elf qualify for the Elf's Favored class options? I only see the half elf qualifying for half elf options.

Part of the Paizo ruling that nerfed Aasimar/Ifrit/Sylph Nature Animal Companion Oracles.

Half-orcs can take human/half-orc favored class bonuses.
Half-elves can take human, elf, half-elf favored class bonuses.

Where is this written? If I decide to take something for a character and my GM asks where I got it I'd like a link.

On the other hand, if it's in the ARG, he's got that and I don't. If it's in one of those Racial Splat books I'm not sure if he has those.

I'd recommend playing Myrmidarch with Snag Net and a Quickdraw Throwing Shield with a blinkback belt.

Start the fight with spellcombat Net throw (proficiency doesn't matter) at your target to entangle them (add trip at higher levels or when you get haste) and then throw your shield (with a spike) at however you want and the belt puts it instantly back on your belt and then in your hand instantly (quickdraw).

Build it right and you can one round shut down any caster while doing ranged combat maneuvers to trip/disarm all his minions.
It's funny, legal and HILARIOUS the first time you see that look on your GM's face when you shut down his entire encounter in 1 round.

Cheliax

Pathfinder Modules Subscriber

Tell your witch if it wants to increase their familiars DC for abilities to invest in a Homonculus familiar. That's the only familiar in the game that can increase it's HD and all related abilities.
It costs cash but can be worth it if you do it right.

Cheliax

Pathfinder Modules Subscriber
David knott 242 wrote:
Orfamay Quest wrote:
Corvino wrote:


The only way I can really see this working is if you spend 1 turn casting a scar on an both a friendly and enemy via split hex and build it from there. And that's if you GM allows you to Scar the same target twice. You're still very limited in that you can only cast one Hex at range per turn, cannot cast spells or quickened spells and have a minimum 1-round setup time if you want to cast offensively. Healing is also limited by the standard once-per-person-per-day nature of hexes.

That's the point of the box of turtles. The turtles provide a base for both friendly and hostile hexes without affecting the character holding the box.

So the "bag of rats" returns once again!

I do so love my bag of vermin. In this case I prefer turtles since they require less upkeep and make good eating after you wear them out.

in the words of my idol Leslie Vernon, "Never have a pet you can't eat".

Cheliax

Pathfinder Modules Subscriber
Takhisis wrote:
Ah...I see...the Op guide clearly stated that it can work from a magnificent mansion spell, so I assume the guy who wrote it just had no clue what they where talking about. I see how that works now, though...and it seems doable.

I do so hate it when folks take the tricks I post and re-write them so they don't work. Incredibly frustrating, but oh well.

Cheliax

Pathfinder Modules Subscriber
Malachi Silverclaw wrote:

@Mathwei ap Niall:-

• how does the Belt of Battle work when it grants you an extra full round action?

• what has changed about the action economy since 3.5 introduced swift and immediate actions? Where does PF say it works differently to 3.5 regarding action economy?

Belt of Battle is from 3.5 and has not been ported to pathfinder rules so is irrelevant to this conversation and as for the changes made to action economy, well they've made so many it would take forever to identify them all. Most are subtle but everything has been streamlined.

Now with that said this is significantly off topic, if you want to continue these questions start a new thread (or look at any of the other threads addressing these items) and ask it there.

Cheliax

Pathfinder Modules Subscriber
Corvino wrote:

This does really limit you to just buff/heal hexes though, and means you can't use Cackle to keep Fortune up indefinitely. It also means that if your party get into trouble you have a time delay while you teleport in instead of being able to cast a spell immediately.

As an NPC concept I can see it working. The party who have been employed by the Witch who then offers a bit of sporadic healing and buffing during the adventure and keeps an eye on their progress. It's very limited by the one action per round factor though - no quickened spells, no cackling as a move action.

I'm guessing you really haven't looked at Split Hex and Scar Hex And a cage full of diminutive Turtles work together.

Look em over and let your imagination roam.

Cheliax

Pathfinder Modules Subscriber
LazarX wrote:
Takhisis wrote:

Ah, ok. Was not aware of that. I actually got this idea -from a OP guide- where it was stated to work. Thats what I get for automatically trusting every OP guide I read. XD

Anyway, is there any way to do this with another caster class...or rather any caster class in the game at all? I find the concept hillarious and entertaining, so if there is still a way to do this, even if it is with, say a wizard, sorcerer or even a divine caster like a cleric or Oracle I'd like to know. I don't know if there is any, but you never can be sure what people can come up with.

The game is fairly constructed to prevent such shenannigans. That said, there are spells you can "give" people. You can stock them with some goodberries, Use Imbue with Spell Ability to grant some spells, give them gems to either call you or be sent to you. The only other option would be generous GM allowances with simulacra.

But basically no, you can't directly adventure without putting your hide on the line.

Not entirely true, a prepared witch CAN do this just not how the OP was trying to do it.

The tactic you are referring to addresses the extra-dimensional space issue by using a wagon or the witch grand hex Witch's Hut and the distance issue with Split Hex.
Those two allow you to bounce most of what you need onto the bad guys from a mile away, safely and effectively.

When you throw those hiding spells into it is what breaks the trick.

Cheliax

Pathfinder Modules Subscriber

Doesn't work. None of the hexes or spells you've listed can cross over from the Witches extra-dimensional space.

Cheliax

Pathfinder Modules Subscriber

Uhmm, fights like this always go like this:

round 1: non-druid does whatever he wants, pure druid casts Euphoric Tranquility on non-druid. No save, and you can't attack, cast spells or Run away.

Fight's over at this point, all that's left is dropping the non-druid into a box and going home.

Silly argument.

Cheliax

Pathfinder Modules Subscriber
Malachi Silverclaw wrote:
Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:
Belafon wrote:
FrodoOf9Fingers wrote:
Consider quickrunners shirt, essentially 3/times a day trade a swift action for a move action to move. 1k gold. Pretty cheap, and pretty darn effective (use it to move in and still be able to full attack O.o)

Not a PFS legal item.

Also, it's only a once per day item.

My bad, one of my homebrew characters had three. Didn't realize it wasn't PFS legal though, Hmm...

Also incorrect, the quickrunners shirt doesn't let you move and full attack, it let's you move twice in a round but the full attack action is specifically restricted.

Check the rules for full round actions (which a full attack is)
Quote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Any time you move more than 5ft a round you can't take a full attack. Unlike the pounce ability there is nothing in the quick runners shirt that overrules this limitation.

This is not correct.

In a normal round you choose one from this list:-

• 1 standard action and 1 move action (or vice versa)
• 2 move actions
• 1 full round action

Any swift of free actions are extra and don't affect your main choice from the list.

If you can use your swift action to gain an extra move action (such as from the Quickrunner's Shirt), this doesn't prevent you from taking a full round action. The description of full round action you quote is in reference to a 'normal' round; it doesn't prevent you magically getting extra actions over and above the normal allotment.

Proof of this is the Belt of Battle from the 3.5 Magic Item Compendium. Among other things, for 1 charge you can get an extra move action, 2 charges gets you an extra standard action, and 3 charges gets you an extra full round action. If taking a full round action prevented you from getting extra actions,...

It would be nice if it worked like this but it doesn't (and action economy DID change going from 3.5 to pathfinder).

Remember, the shirt lets you trade your swift action for another move action, the full round rules explicitly state

Quote:
it can't be coupled with a standard or a move action

.

You are not moving with a swift action, you are moving with a move action which the full round action specifically says can't be used with a full attack.

The confusion has always been that players think that a full round full attack is a standard action + a move action, so if you get more than one move action you can still trade those other two for a full attack but that's not true.
A full round action is a specific action that cannot be done at the same time one of those other two actions are used.
If you have a thousand move actions a round you still can't make a full attack due to the restriction I quoted above.

Sorry, this tactic doesn't work.
To move and full attack you need something that specifically says this rule doesn't work and the shirt doesn't have anything on it that says that. Pounce does but this doesn't.

Cheliax

Pathfinder Modules Subscriber
FrodoOf9Fingers wrote:
Belafon wrote:
FrodoOf9Fingers wrote:
Consider quickrunners shirt, essentially 3/times a day trade a swift action for a move action to move. 1k gold. Pretty cheap, and pretty darn effective (use it to move in and still be able to full attack O.o)

Not a PFS legal item.

Also, it's only a once per day item.

My bad, one of my homebrew characters had three. Didn't realize it wasn't PFS legal though, Hmm...

Also incorrect, the quickrunners shirt doesn't let you move and full attack, it let's you move twice in a round but the full attack action is specifically restricted.

Check the rules for full round actions (which a full attack is)
Quote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Any time you move more than 5ft a round you can't take a full attack. Unlike the pounce ability there is nothing in the quick runners shirt that overrules this limitation.

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