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Red Dragon

Matrixryu's page

Pathfinder Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 772 posts (2,545 including aliases). 2 reviews. No lists. No wishlists. 7 Pathfinder Society characters. 4 aliases.


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1 person marked this as a favorite.

What the... this book didn't even need that big of an errata. These changes are so big and so widespread that the book on my bookshelf is now worthless.

Maybe I should just save myself some aggrivation and not buy the hardcover books until the second printing or something?


1 person marked this as a favorite.

I am lucky what I expended most of my "Waiting for the PDF" energy/obsession on Pathfinder Unchained.


1 person marked this as a favorite.
Kalindlara wrote:
Mark Seifter wrote:
The vigilante playtest, accidentally to the wrong file!
...It's the playtest's secret identity.

Vigilante Psychics confirmed!?!?


2 people marked this as a favorite.

Just a thought: the Fey Divine Power alters the character's spellcasting list. Why not just combine Warlock and Zealot and let the character's Power source selection determine whether he is an arcane or divine spellcaster?

That way you can combine their talent lists and don't have silly things like Warlocks being able to hide their spellcasting while Zealots can't.


1 person marked this as a favorite.

I like how this background shows the difference between a psychic and a sorcerer. It seems that, unlike a sorcerer, a pyschic has to spend a lot of time studying and learning in order gain a propper grasp over how to unlock the power.

I wonder if this means there will be a psychic sorcerer bloodline or archetype to represent those that this power comes to naturally?

Edit: I should add that this iconic background is really cool as well ;)


3 people marked this as a favorite.

Actually, the funny thing is that the dual identity thing seems to fool dieties enough that no one can use commune to ask them what the vigilante's true identity is, lol.


2 people marked this as a favorite.
captain yesterday wrote:
I can't make it more then 5 minutes into the Matrix before I have to shut it off.

Alright, now I *HAVE* to shun you in defense of my namesake D:


2 people marked this as a favorite.

I just realized that my favorate part of the Vigilante class is that now I have the Arcane and Divine Rogue variants that I always wanted.


7 people marked this as a favorite.

I approve of the Warlock Vigilante's ability to hide spellcasting. I really like the design of the class so far :D


9 people marked this as a favorite.
Eryx_UK wrote:
We don't need even more base classes!

Lies! *hungrily downloads playtest doc*


6 people marked this as a favorite.

My confession: I outright refuse to play "Core Only" pathfinder, or any other version of it that signifigantly restricts my ability to customize my character. I am fine with a GM asking me to tone down a character's power or when he restricts a few things for setting reasons, but if he starts doing blanket bans of entire books just for the sake of it then I'm not interested in the campaign, lol.

I would also be extremely happy to continue to see paizo add more and more books to pathfinder for as long as my house can contain the books. The more options the better!


2 people marked this as a favorite.
Dragon78 wrote:
What are your favorite races Matrix Dragon?

Well, I don't want to derail any more than I already have, but: Skinwalker, Kitsune, Kobold, Undine, Tengu, and Ratfolk.

I guess Kobolds are Inner Sea, but they are usually evil and have a weird/bad stat spread. They are kind of difficult to play in a standard campaign. Hmmm, I wonder how big of a section Kobolds will get in this book.


2 people marked this as a favorite.
James Jacobs wrote:
Matrix Dragon wrote:

I really hope that the skinwalkers make it into this book and get their ability scores fixed. Between witchwolves having an int penalty and many skinwalkers gaining mental bonuses instad of physical bonuses which they shapechange they had a serious case of flavor not matching the mechanics.

Heck, if they fixed skinwalkers in this book that would make it a must buy for me.

There'll be a little bit of finessing for some of the skinwalker stat mods, but we're trying hard NOT to go crazy with unnecessary errata.

In the case of the witchwolf, their intelligence penalties are likely to remain. Note that while they have the word "witch" in their name, this isn't meant to imply that lots of them take levels as witches. And they need ONE penalty at least, and frankly... as far as wolves are concerned... Intelligence is the stat that seems to me to be the most logical choice to penalize.

We're very close to pencils down on this, so if someone wants to make an impassioned plea or argument... now is the time!!!

EDIT: At this point, we ARE shifting the werecrocodile-kin mods from +2 Int/–2 Wis to +2 Con/–2 Wis AND the wereboar-kin from +2 Wis/–2 Cha to +2 Str/–2 Cha... but the other ones seem to be pretty spot on as far as we can tell...

Thanks for the info James! I am glad that those updates are making their way in :) (I hope I didn't come off as confrontational)

Just curious, what are your thoughts on the way that many of the skinwalkers only gain their mental bonuses when shapeshifted? For example, Werebearkin have +2 Con/-2 Cha, and gain +2 Wis when they shapeshift. Wouldn't it make more sense thematically for them to gain their physical bonus when shapeshifted? The way it is right now it implies that they are physically bear-like all the time, and have to shapeshift to become bear-like mentally... which feels off.

These temporary mental bonuses also cause issues for spellcasters and other classes with special abilities, since they have to be in their beast form all the time in order to keep their bonus spells per-day and such.


3 people marked this as a favorite.

Is it bad that I am much more excited about this book now that I've seen that the advertisement for it on the back of the Monster Summoner's Handbook has a two-tailed kitsune? It does make sense that kitsune would get mentioned (or at least get a picture) in a Dirty Tactics book, I'm just surprised that Paizo is actually bothering to acknowledge a Dragon Empires race.

I have a feeling that this is Alexander Augunas' doing ;)


3 people marked this as a favorite.

Every time people talk about eidolon attacks vs a barbarian or paladin's attacks, they never seem to mention how horribly inaccurate the eidolon is. The extra attacks are nice, but they almost never all hit!


2 people marked this as a favorite.
Mark Seifter wrote:
FLite wrote:
Also, can you help us understand why the decision was made to not allow any of the good races to take the mount evolution?
I'm not sure about agathions. The other ones mostly don't have the correct base forms anyway (and the azata serpentine has arms like the lillend, which would make it both a little odd and kind of risque).

I'd just like to point out that the bestiary entry for Agathions says the following: "Some are more humanoid in appearance, while others spend their entire existence in a form nearly identical to that of a true animal". Since you can effectively have Agathions that are nearly identical to real world creatures, the mount evolution fits them perfectly.

Sooo, if you guys do end up errating away the mount evolution for devils, we'd appreciate it being added for the Agathions ;)


4 people marked this as a favorite.

Hey! I don't remember seeing a video of anyone getting punched with the gauntlet! I think that has to happen before we donate anything this year ;)


2 people marked this as a favorite.
houstonderek wrote:

Here's one place Hasbro is winning. To the vast majority of the population, if they see a bunch of people gaming, they assume "Dungeons and Dragons". Outside of our bubble, no one knows what the hell "Paizo" or "Pathfinder" are.

Well, people used to think that all video game systems were "nintendos". These sorts of things don't last forever, though it will probably take longer in a smaller market like this one.


1 person marked this as a favorite.
The NPC wrote:

Mr. Mark Seifter,

Are eidolons allowed to use the variant multi class rules? What about a rogue eidolon?

Lol, we can totally create a rogue rogue eidolon now. A rogue eidolon with the rogue VMC.


2 people marked this as a favorite.
Deadmanwalking wrote:
London Duke wrote:
I didnt realize it was only a bonus to melee attacks and damage for the barbarian's new rage mechanic. It does seem like the barbarian's damage will take a bit of a nerf due to not being augmented higher for 2handed weapons combat. Or is the bonus increased when using a 2handed weapon?
It isn't, but even at Greater Rage, that's only -2 damage per hit, which is simply not that big a deal.

The real nerf is that barbarians no longer benefit from the courageous weapon enchantment because the bonuses are no longer moral bonuses. Though, the whole furious courageous weapon thing was kind of silly.


1 person marked this as a favorite.

Yay! I've been wondering if that is how mithral was intended to work, glad to hear it :D

Just a request: if you do a FAQ about taking 10, please make it cover taking 10 in general and not just knowledge checks. To this day I constantly get into arguments with people who think you can't take 10 on a climb or disable device check because they say "Failing would cause something bad to happen, so you can't take 10". D:


1 person marked this as a favorite.
Mark Seifter wrote:
QuidEst wrote:


Evolution Surge for breath weapon, or two feats on Extra Evolution, or pick an outsider with flight (although you might end up with a wyvern based on the base type).
Given the limited daily uses, I too usually see breath weapon from evolution surge. Just seems tidier that way.

I've always been kind of tempted to make the Breath Weapon evolution have unlimited (1d4 round delay) uses so there's an actual point to building the eidolon with it, lol. It always lags behind their attack damage anyway.


1 person marked this as a favorite.

Ick, I don't want to be a downer but.... don't we already have enough information about the core races? We have some races out there that have like, 2 or 3 pages of background, while the core races have dozens or hundreds of pages already.


3 people marked this as a favorite.

I think I am going to houserule that players can give up feats at a faster rate in order to gain abilities from their VMC picks. I really dislike the fact that you don't really gain the the things that make you feel like a member of these classes until like... level 15 or 19 in a lot of cases. The campaign is basically over at that point.


5 people marked this as a favorite.

Interesting fact: The dimensional feat line is so feat intensive that only a fighter would be able to afford to get that, be skiled with a weapon, AND varient multiclass before something like level 15.


1 person marked this as a favorite.
brad2411 wrote:
Fighter multi class to get the conjuration teleportation school of magic and then all the dimensional feats. Or a brawler with that nice.

That is actually kind of frightening. I think we can finally have anime style teleport-step fights.


1 person marked this as a favorite.

Hey James! I'm in a campaign right now where I've been trying to introduce Daikitsu as a more active deity. However, I've been having some problems coming up with ideas for a few reasons and was wondering what your thoughts on the subject were.

1. Diakitsu seems to be mostly a Diety for farmers, family, and craftsman. Nature as well. In what circumstances would she aid or be interested in an adventuring party? Maybe when they are protecting a village or something?

2. Daikitsu is a Kitsune, and her primary worshipers are kitsune. However, she seems to have very little in common with them aside from the whole 'mother of the race' thing. Sure, kitsune are loyal and have interests in craftsmanship, but they seem to primarily be known as enchanters and tricksters. Why do they seem so different from Daikitsu?

I know that Daikitsu is essentially a re-flavored version of the Japanese god Inari and that is why she has her domains, but I am just trying to figure out why she seems so different from her race in the context of Golarion and what it means for them.

3. If Daikitsu worship were to spread into the Inner Sea region, do you think it would change in any way or run into any barriers? I know that Gozrah is very similar, but s/he seems to have little direct interest in *people* the way Daikitsu does, so it seems like farmers and communities would find Daikitsu to be an easier god to relate to.


1 person marked this as a favorite.
Alexander Augunas wrote:
C) I don't like the idea of "spell level access = more tails" because it undercuts the idea that nine-tailed kitsune are rare. They should be. Since nine-tailed kitsune aren't even mentioned as being a thing in any of their racial descriptions (but white-furred kitsune ARE, which also comes from Japanese mythology), that leads me to believe that polytailed kitsune are rare enough that they're seen as being myths / stories among kitsune, let along other races.

I can understand that. I guess my aversion to the magical tail feat line (and why I often give the tails to a character for free) is because while the individual abilities sound powerful it is pretty much impossible for a character to get them at an early enough level that they are meaningful.

Actually, my real aversion is that in my opinion a nine tailed kitsune should be *frightening*. It should be an event to run into one. In actuality, in almost every instance, the players would be relieved to run into a nine tailed kitsune because it means he spent his feats unwisely! The idea that a nine-tailed kitsune sorcerer is inherently weaker than any other kitsune sorcerer blows my mind, but unfortunately that is the way things are. So... I just give them their tails for free for flavor sake so they have a chance to go with a real character build.


4 people marked this as a favorite.

Every time my new monk uses the flying kick, I am going to make Liu Kang sound effects.


1 person marked this as a favorite.

Oooo, I hope that this book finally gives spellcasters a way to officially hide their spellcasting without obscure bard feats or mythic powers. :D


1 person marked this as a favorite.

If you don't like the summons, why don't you just have the player use one of the archetypes that replaces summon monster rather than just banning the entire class? Spirit Summoner for example.


3 people marked this as a favorite.
DominusMegadeus wrote:
That's terrible. I can still sneak attack them, but doing the exact same thing as last round is suddenly impossible because it already happened once?

When it comes to surprise attacks, the fact that it is the exact same thing as last round is exactly why it wouldn't work.


1 person marked this as a favorite.

Oh wow, the Feral Hunter has suddenly become pretty good. The inability to have a long duration summon to use those teamwork feats with was a huge design problem in the original version.

Yay, I need to run one of these now. Thanks for taking the time to make these archetypes more effective :D


2 people marked this as a favorite.

My favorate solution against swarms: summon another swarm and watch them fight it out. Did this on a low level druid once.


5 people marked this as a favorite.

First, you should make it clear before the campaign starts that the fights won't all be tailor made for the party. They may run into something that WILL kill them if they fight it head on.

Second, if the characters are about to fight said unbeatable encounter, give them all DC 5 wisdom checks to realize that this is a really bad idea. By having a roll be involved, that makes it feel like their characters realized this rather than an out of game voice saying "no you shouldn't fight this".


5 people marked this as a favorite.

A lot of people here seem to be forgetting that the demons at least need to have a 'reliable description' of where they are going. If adventruers want to keep a surprise teleport from happening all they have to do is move their campsite. Add something to block scrying if necessary.

Depending on how reliable of a description the GM requires, a king could fool a teleport spell just by moving his bedroom to another part of his castle or changing the furniture every once in a while. Of course, this is completely ignoring the fact that a king should be able to pay to have his castle constantly dimension locked.


1 person marked this as a favorite.
Undone wrote:
feylund wrote:
how come people think all nongood acts are evil.... neutral is an alignment..
The souls of your enemies may taste like chocolate but consuming them is still definitely evil.

I said it before and I'll say it again: there is nothing in the ability that says anything about any souls being harmed in any way. Aside from it being separated from the body of course.


2 people marked this as a favorite.

I kind of hope that all of the Wild Talents get scaling spell levels and DCs based on the character level rather than static numbers like they do right now. That way the Kineticist won't feel like he'll need to replace all of his low level infusions because of the low save DCs (like burning).


1 person marked this as a favorite.

Free utility powers is definately high on the list of things that I would like to have for the Kineticist. Playing a Pyrokineticist and not being able to at least generate my own light sources without a torch (or setting an enemy on fire) kind of drove me crazy in my playtest, but it is also something that I couldn't afford to spend a wild talent on if it was an option.


1 person marked this as a favorite.
Serisan wrote:
Having recently played the same module, I can safely say that it's simply not a good test for many characters. Ranged attacks and limited vision, combined with low mobility that prevents you from repositioning away from cover? No bueno.

True, though I didn't really have a way of knowing this ahead of time ;)

I have to say though, I don't think having more lighting or maneuverability would have changed much in this game. The biggest problem for me was that there was really no where I could go in order to get a clear shot. Unfortunately, this sort of cramped dungeon crawl stuff happens all the time for adventurers! I might have to try and fit in Kinetic Blade as an alternative way of dealing damage, but with the concentration checks I'm not sure it is worth it.

In my opinion though, part of a measure of a class is how well it can function in non-ideal circumstances. If its primary ability can be rendered ineffective too easily then that shows that the class either needs more variety and support powers or needs to be extremely effective when it is in ideal conditions. Right now I'm seeing neither of these qualities in the Kineticist.

I guess I'll just have to see how things go in the next level/senario. Not sure what the next game will be.


3 people marked this as a favorite.

Just a thought on a simple way to let Kineticists to choose a 'combat style' at 1st level. Package in a bonus feat with certain existing Wild Talents. For example:

Extended Range grants Precise Shot
Kinetic Fist grants Improved Unarmed Strike

These would be permanent feats, not just ones that are active when burn is being used. The idea is that if the character is choosing a Wild Talent to use his Kineticist powers in a certain way, he shouldn't be having to spend a bonus feat as well to use it.


3 people marked this as a favorite.

So, I was building a 1st level Pyrokinetisist, and I realized something funny. Despite being able to produce fire from his hands *at will*, he still needs to carry torches!

It would be nice if each type of Kineticist got an at will cantrip that matches their powers. For example:

Aether: Mage Hand
Air: Ghost Sound?
Earth: Mend
Water: Create Water
Fire: Dancing Lights/Spark

I know it has been mentioned before, but I also have to point out that I feel forced to play a Human so I can get Precise Shot at level 1. The class probably should get an early feat that lets the player choose their fighting style.


3 people marked this as a favorite.

One person mentioned that Natsu from the Fairy Tail Manga would obviously be a Pyrokinetisist. For those who don't know, Natsu is a 'Dragon Slayer' type character, who essentially follows a 'fight fire with fire' theme. He uses fire infused punches and breath attacks, is immune to most forms of fire, and can eat/absorb flames to become more powerful or rejuvinate himself. It has never been shown, but I believe that his fires can also damage creatures that would normally be immune to fire.

If there were powers available that allowed us to emulate Natsu's fighting style it would be *amazing*. I'll go ahead and share a few rough power ideas.

Elemental Immunity/Resistance: The Kinetisist is immune or resistant to elements associated with his blasts.

Absorb Element: Requires Elemental Immunity. The Kinetisist can absorb energy related to his element. Whenever damage is negated by his energy resistance or immunity, he can choose to store this energy instead. When using an ability that would inflict Burn upon him, the Kinetisist can use a number of points of stored energy equal to his level to decrease the burn cost by 1. The Kinetisist cannot store energy damage from his own attacks.

Kinetic Breath: The Kinetisist can build up elemental energy within his body and release it from his mouth as a cone or line attack that deals damage equal to his blast. Reflex DC = 10+1/2 lvl + Con Mod. Burn 2

Kinetic Slayer: The Kinetisist's attacks can ignore an amount of energy resistance or damage reduction equal to his level. By paying three burn, he can ignore all energy resistance, immunity, and damage reduction for one round.


4 people marked this as a favorite.

One thing that worries me about the class is its lack of AOE attacks. You can't create the equivilant of a fireball until level 16, and almost every chain lightning or line based attack requires attack rolls. This means that most kineticists can't do anything against swarms.


1 person marked this as a favorite.
Misnik wrote:

Also it seems to me there is a distinct lack of AoE damage that feels like it should be intuitive of elemental damage. The explosion infusion is very high level for what it does, even if it adds to your simple blast.

I agree. I love this class so far, but it really needs more AOE at lower levels. Especially for the fire element: it is kind of weird that they only get single target attacks that don't affect most swarms until level 16.

Personally, I would also recommend that a burn option be added that lets the character bypass elemental resistance and immunity. Maybe 1 burn per 10 points of resistance ignored, and 4 points of burn for bypassing immunity on a single attack. It would be an expensive last ditch option for players at least.


1 person marked this as a favorite.

I have to say though, Oracles have simply terrible saving throw bonuses without the divine protection feat. They kind of needed something. They get only one good save and none of their saving throws match up with their primary stats. In Wrath of the Righteous our GM allowed Divine Protection because without it the Oracle would have needed 20s to make the DC 35-40+ saving throws that high tier mythic enemies and Demon Lords throw around.


2 people marked this as a favorite.

As soon as I saw the Eldritch Scion archetype for the magus, I knew that I wanted to build one. The magus class feels much more 'natural' as a spontanious caster.

The issue is that the Eldritch Scion cannot use any of the traditionally good options for the Magus. They cannot use metamagic because spontanious casters use it too slowly. They cannot use Arcana that cost arcane pool points because they need to save those points for activating their bloodline and spellstrikes.

Because this kind of magus is so different from most magus builds, I figured it would be good to come here for advice. The character is about to hit level 3, so I can still make build choices for level 3 and higher.

I choose to go with the arcane bloodrager bloodline for its sweet sweet buffs. Because the very first bloodline power increases the concentration check DCs of nearby casters by 2, I am thinking of going with the following anti-caster build. By having the Arcane Bloodline, Disruptive, and a Distracting (lesser) weapon, I can force casters near me to have a -11 penalty to their concentration checks to cast defensively.

I'm not selecting the Arcana to get Swashbuckler's Precise Strike because there is some question of whether or not it actually works with spell combat.

Kitsune Eldritch Scion
Str 11, Dex 18, Con 14, Int 12, Wis 10, Cha 16 (Using Boon for exta +2 stat bonus to Dex)

lvl 1: Weapon Finesse, Disruptive Bloodrage
lvl 3: Dervish Dance, Familliar (+4 Init)
lvl 4: +1 dex, Arcane Bloodrage
lvl 5: Step up, Combat Reflexes
lvl 6: Disruptive Arcana
lvl 7: Following Step
lvl 8: +1 dex, Greater Arcane Bloodrage
lvl 9: Spellbreaker Arcana, Step Up and Strike
lvl 11: Improved Critical (Scimitar), Improved Initiative

So yea... very heavily anti spellcaster build, but thanks to the arcane bloodrage abilities which can give him Displacement and Resist Energy this character should be very effective as a melee combatant as well.

Any thoughts on ways to improve this build, or builds that may be superior for the eldritch scion? I am aware that certain other races (such as humans) might be better for this than a kitsune, but that aspect of the character is already set ;)


6 people marked this as a favorite.

Combat Expertise is one of the worst feat taxes. Many people get the feat as a prerequisite and then never use it.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

So, I have been seeing a lot of people on the boards talking about how Arcane Deed can give a Magus a huge damage boost by picking up Precise Strike. However, part of the wording of Arcane Deed makes me wonder if it really works that way.

Arcane Deed wrote:

Arcane Deed (Ex): When a magus takes this arcana, he can

pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. A magus can take this arcana multiple times, each time gaining a new deed. The magus must have the flamboyant arcana (see below) to select this arcana.

Arcane Deed doesn't say anything about gaining the passive effects of a Swashbucker Deed. It doesn't even say that the Magus really gains the dead. All it says is that you can use a point from your arcane pool in place of a panache point to use the deed. Maybe this was intended to place a limit on what deeds a magus could really benefit from?

Yea, I may just be reading into the rules too much, but I figured I should draw attention to this to see if it needs to be put in the FAQ.

EDIT: I just thought of something else. There is nothing in either Arcane Deed or Flamboyant Arcana that gives the Magus a swashbuckler level when using the deeds. So presice strike would give the magus a +0 damage bonus as written anyway....

Another Edit: Just so you know, I am asking this partly because I play in PFS. We often have to follow the rules as written regardless of the intent until the FAQ says otherwise. Because of that, the writting is a bit problematic here.


2 people marked this as a favorite.

Hmmm, if we were able to get an errata for the Dampire variants, I wonder if the same could be done for the skinwalkers? There are a few issues with them.

Witchwolves for example, their name and their description make them out to be all about being witches and that their witches are their leaders and the strongest members of their packs. However, they have a racial penalty to intelligence! They make terrible witches. The only work around is if they're allowed to use that Orc only Scarred Witchdoctor archetype that lets them use Con as their primary casting stat.

Werebear kin are described has suddenly gaining a burst of strength when they first shapeshift, but have a Con bonus instead of a Strength bonus.

There's also the weird issue with several types of skinwalkers gaining mental stats instead of physical stats when they shapeshift, which hurts their spellcasters (they have to stay shifted for a day to get bonus spells) and is thematically problematic.

I'm only pointing these things out of love for skinwalkers and a desire for their stats to match up more with their descriptions ;)

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