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Mechalibur's page

Pathfinder Card Game Subscriber. Pathfinder Society Member. 834 posts. 3 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Pathfinder Card Game Subscriber

So then what is Lini even doing in the artwork?


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It looks like Lirianne is missing on purpose :P


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Orbis Orboros wrote:
Mechalibur wrote:
You can, but it's silly to complain about broken combos when you're playing characters not designed for that set.
I disagree. Keeping things from getting out of hand from just interchanging characters should not be too difficult, nor do I think it's too much to ask when the characters are designed to be playable in multiple adventure paths. I don't know about you guys, but a solid close to 50% of my excitement for the class decks is the influx of additional characters to play through the adventure paths with.

I guess we'll just have to disagree then. I think it just puts way too many restrictions on the game developers (not to mention a crapload more work), and will result in less variety of cards if they have to cross-check the cards of every new set with every other card ever created.


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Vic Wertz wrote:
You hand size is not intended to exceed your character's printed hand size. We will address in a FAQ.

Thank you Vic. Makes this scenario much more possible :P


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Orbis Orboros wrote:
Mechalibur wrote:
There's no toad in S&S, so that combo doesn't work.

Firstly, characters are specifically designed to be playable in any of the adventures (some don't work as well, like not having guns in RotR, granted, but they still work). It is completely okay to play her in RotR.

Also, you can add cards from the CD's to the box and get Toads that way... But there's no Resto in them and likely not in S&S, so problem solved there.

But you can totally play S&S Lini in RotR.

You can, but it's silly to complain about broken combos when you're playing characters not designed for that set. It's also inane to say a card gets better in a new set it's not even in: of course it's better, by default pretty much every card will be, due to there being more characters/cards to interact with it.


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There's no toad in S&S, so that combo doesn't work.

Edit: Also there's no lesser restoration :P


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Andrew K wrote:
Is anyone really going to be defeating that many banes? The group as a whole, maybe, but each individual player? Doubtful.

Yes, same number of banes regardless of players. It happening isn't doubtful, it would have happened the three times I tried this scenario if it weren't for me ruling it went up to max hand size.


Pathfinder Card Game Subscriber

So in the scenario press ganged, your hand size is equal to the number of banes you've defeated. This is supposed to cap at the character's normal hand size, right, because there are a total of 17 banes in the one location, and since it's the Fog Bank, you have no way of rearranging them, and you can't even beat the villain until all of the henchmen are defeated.

If there's no cap, it looks like your hand size would get so big that you'd die just by getting defeating 16 banes, which seems really odd.


Pathfinder Card Game Subscriber

Remembered one more: The Harbor location makes you shuffle a card into a location deck when you close. It's a very easily missed rule, but if you encounter a loot card in a location deck, then you automatically acquire it, making it a somewhat safe card to select.

The villain Nefti Unwesha also does this, but that's before you get any loot cards, so it isn't really a consideration for that.


Pathfinder Card Game Subscriber
Orbis Orboros wrote:
Hmmm... This gives me an idea for a cool new Divine card - what if they made a cure that could affect buried cards, some where around AP 4 maybe? That would be cool.

Buried is supposed to stay buried I think. It's an important part of items like the Emerald Codex, Revelation Quill, or scenarios like Into the Eye. If you're able to get buried cards back, it's usually a one time thing (like in the closing section of a location)

Maybe if there was only one, and you buried that card to get the buried cards back.


Pathfinder Card Game Subscriber

Spoiler:
No. "Bury your deck"


Pathfinder Card Game Subscriber

Goblin Keelhaulin'

Spoiler:
Traits: Skirmish, Goblin, Pirate, Veteran

Check to defeat: Constitution/Fortitude 5 OR Wisdom/Survival 6

The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.

If undefeated, draw a number of card equal to your hand size, then bury that number of cards.

After you act, stash a number of plunder cards equal to your hand size

Playtest version (I think it's okay to spoil this since the set is released?):

Spoiler:
I don't remember exactly, but a player could discard a card to make another random character at the location encounter it. If you succeeded you got the recharge your discard pile. If you failed, bury your deck.


Pathfinder Card Game Subscriber

The Rum Punch scenario can be fairly tricky, but you can ensure that you only fight the boss in one location by making use of the safehouse to evade her. Then you don't have to spread your allies out over multiple encounters. If you really don't trust your ability to make a charisma/diplomacy 13 check (which can be a serious issue if you're playing solo), keep in mind the Potion of Glibness is a basic card, which can be used to automatically defeat the boss.

Literally every ship in the base set has a wisdom/survival check to defeat. So it's useful to have at least one character with high wisdom, or the survival skill.

When a ship is wrecked, you don't lose plunder until the end of the turn. If anyone is at a location like the closed floating shipyard, they can bury a card to fix it before any plunder is lost. You can make use of this by keeping at least one character at that location, when another character is at one of the many locations that cause structural damage to a ship.


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Captain Bulldozer wrote:
The really bad barriers with bury cards, stay on top of the deck, or both... to say nothing of being *shudder* keelhauled by goblins.

Believe it or not, you actually want to see Goblin Keelhaulin' in the final version. I know the playtest version gave some people PTSD, so it may take some getting used to :P


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James Jacobs wrote:
Eric Hinkle wrote:

Sauce, Troll -- I looked at the PRD, and yeah, they're impressive enough that I question the wisdom of a GM who allows PCs to get their hands on them. Of course for some groups that's part of the appeal.

Also, the rebirthing machine, hmm, I wonder how best to handle the effects it has on a character who gets rebirthed by one (along with the +2 to all stats)? I guess the easiest way is to just do what was done with 'PC becomes Sorshen the pure Azlanti' and have them lose two levels.

And now I wonder if the Azlanti are/were descended from the space people in setting.

Nope. The Azlanti were here (and indeed had been destroyed by Earthfall) well before the ship crashed into Numeria.

Where did they get all their Skymetal from, then?


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I picked mine up at Gencon. Been playing around with it for about a week.


Pathfinder Card Game Subscriber

Wow, this is about the nitpickiest thing I've seen this week.

Why do they have to be organized by wavelength spectrum, or match the technical terms for the colors? Also, prismatic is different from white/black because it's not just a single color/hue, it's a rainbow of them (like the prismatic spray/wall spells)


Pathfinder Card Game Subscriber
cartmanbeck wrote:
Mechalibur wrote:
Orbis Orboros wrote:
rexx2264 wrote:
How good is her power, since it counts as a spell you can not play others spells, and a d6+1 seems weak in dealing with the monsters?

It's not just d6+x because you also get to add your arcane die. It's a really solid ability. And don't forget that you can always acquire chaff that you normally wouldn't, like a leather armor (fortitude 2 check, I believe), solely for the sake of discarding it for this ability.

We like to make jokes about Seoni acquiring a "Potion of Fireball" (picking up a potion solely to discard it for her ability). XD

For my group is was Sages. Seoni kept getting them and setting them on fire to deal with her problems.
That narrative gets even better if you get the role card for Seoni that lets her banish an Ally to draw three cards... for me that's basically her sucking the life out of one of her supposed allies to fuel her powers. Very dark and awesome. LOL

Yeah, in my Seoni/Kyra group, we decided that we were actually the bad guys. Seoni was a bloodcrazed killer willing to sacrifice anyone and anything for power, while Kyra was a falchion-wielding lunatic and loyal devotee to Lamashtu, Mother of Monsters.

It made the game even more fun :D


Pathfinder Card Game Subscriber
Orbis Orboros wrote:
rexx2264 wrote:
How good is her power, since it counts as a spell you can not play others spells, and a d6+1 seems weak in dealing with the monsters?

It's not just d6+x because you also get to add your arcane die. It's a really solid ability. And don't forget that you can always acquire chaff that you normally wouldn't, like a leather armor (fortitude 2 check, I believe), solely for the sake of discarding it for this ability.

We like to make jokes about Seoni acquiring a "Potion of Fireball" (picking up a potion solely to discard it for her ability). XD

For my group is was Sages. Seoni kept getting them and setting them on fire to deal with her problems.


Pathfinder Card Game Subscriber

My experience so far is that craft isn't actually that important. It shows up more than RotRL, but unless you're doing poorly, you shouldn't have to worry too much about repairing your ship.

Survival on the other hand is incredibly useful. Every single ship so far has a wisdom/survival check to defeat, and ship combat comes up in quite a few scenarios. It's one of the reasons I'm getting frustrated with Seyltiel, who only has a d4 for wisdom :(

Speaking of that, it's also very helpful to have powers and cards that are useful in situations beside combat (sorry again, Seyltiel!). Most of the combat checks are fairly easy to make; it's the non-combat checks from the barriers (and there seem to be way more barriers per location on average in S&S), ships, and closing locations that make up most of the difficulty in my opinion


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NjSoapdish wrote:

I thought the OP wanted class deck picks, but everyone else listed RotRL and S&S stuff. In RotRL Lini and Sajan are my favorites and S&S has the best Lem, but the Magus is a beast. Can't wait to play him.

I still don't know what all of you see in Seoni. She needs to be carried by a healer until she gets more spells.

By that logic all the sorcerers do. We're just saying she's the best pick.

But in my opinion she's an absolute beast, but maybe not the best character for solo play. Especially as time goes by, she just wrecks encounters while still providing a lot of utility with her blessings and spells.


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Wow, poor Ezren. He's the only iconic not on the list :P


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Oh, okay. When I saw "OP characters," I figured it was just ones that were powerful :P

I'll stick by my answers.


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Huh, we picked very similarly Orbis.

After reading the other responses, I'd like a clarification: are we supposed to vote for which one we like the best, or which we think is the strongest?


Pathfinder Card Game Subscriber

That text isn't new, Seoni has always listed that.

It means if a card says you can't play spells against it, then you can't use that power either. If a card in your hand lets you draw every time you play a spell, then it would let you draw a card.

It doesn't mean you get to recharge the card you discard. That's just the cost of using the ability.


Pathfinder Card Game Subscriber

Hm, some of them are pretty close.

Bard: Class Deck Lem. Has the best spell usage of any of the bards, and has an awesome hand size of 6. Can actually compete with Seoni/Ezren in terms of raw spell damage, and then he can bring those back to his hand by discarding another spell.

Cleric: Probably Heggel, because revealing a card to add a bonus to any check you make is just stupid.

Fighter: Flenta, I think. She's the only one with hand size 5, and she isn't being cluttered up with armors. Her spell usage could add some interesting versatility.

Ranger: Really not sure here. I think Class Deck Harsk offers the most, but Arabundi is definitely a contender.

Rogue: S&S Merisiel. Maaaaaybe Class Deck Merisiel because of all her ranged weapon options, but I think overall the extra skills S&S Merisiel has wins out.

Sorcerer: RotRL Seoni is the best I think, with both the auto recharge and discard a card to do damage check. Class Deck Seoni is pretty good too, with force being a better damage type, and Qualzar has very useful powers.

Wizard: Radillo, maybe? She's the only one without a weapon wasting space, and she's got a few blessings to work with, unlike Ezren.


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Hawkmoon269 wrote:
I'd also say he gets to recharge it. I'm pretty sure the unique wording is very intentional. If he's banishing a card with the Alchemical trait for any reason, he gets to recharge it instead. And I think it is meant to cover this exact unique kind of thing. Nothing can take Damiel's Alchemical cards away from him.

Eh, I think it's more likely it was unintentional. It seems a bit silly that he would be able to recharge alchemical when he would have to banish them for closing locations, or after failing to acquire one. Valeros' weapon discard power used to be worded that way, but they fixed in by adding "for its power." I think this is the same situation here.


Pathfinder Card Game Subscriber
Orbis Orboros wrote:
Reptilian wrote:
Or they could just had a 'for its power' somewhere in there.

That would be a nerf to the power. It would make it so that if you banish to close a location it stays banished, whereas right now you'd get to keep it.

A small nerf, to be sure, but it would directly weaken the power instead of simply clarifying it.

I think that's how it should be resolved. He shouldn't be able to recharge a card that's supposed to be banished to close a location.


Pathfinder Card Game Subscriber
Orbis Orboros wrote:
ryric wrote:

Tot Flask and Rum Bottle work very well with Damiel.

Rum Bottle is banish to auto-succeed at a Task barrier (there are many).

Tot Flask retrieves any Liquid card from your deck.

Tot flask is really cool.

I was trying to come up with a way to make an alchemist before Damiel was spoiled. I decided he needed to do three things:

1) Recharge potions and similiar cards like blast stones instead of banish them.
2) Use potions to make combat checks
3) Be able to "mix up" potions - that is, get the right potion for the job at the right time.

Damiel does #1 and #2 pretty much like I envisioned, but I couldn't figure out a way to do #3, which Tot Flask does. This makes me want to play him much more now.

Would someone spoil the exact text and its traits for me?

For what, the Tot Flask?

Spoiler:
Tot Flask
Traits: Object, Alchemical
Check to acquire: Int/Craft 6

When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.

Discard this card to search your deck for a [sic] item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

So its first power is kind of useless for Damiel, but the second is nice for him.

Also of note is Alchemist's Fire which is really good for him:

Spoiler:
Alchemist's Fire
Traits: Liquid, Attack, Fire, Ranged, Alchemical, Basic

For your combat check, banish this card to use your Dexterity or Ranged skill +2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

I've played Damiel through all off the basic set, and through AP1. He's, really, really good.


Pathfinder Card Game Subscriber
Joshua Birk 898 wrote:
Orbis Orboros wrote:

I can't read that card name without misreading it and sending my mind down the gutter...

>.<
Start working on fixing that Orbis, if it works anything like the PnP version it should be right in your wheelhouse and turn into a devastating tool when used by Damiel.

Spoiler:
Nah, it's just banish to succeed on a craft check

Pathfinder Card Game Subscriber
Orbis Orboros wrote:
Fenris235 wrote:
Why bury the armor? I would use them for the heal, so his blessings are free for explores and buffs.

If the heal didn't also take up his explore, I'd agree. No, use cures to heal and only use his ability if you must. Also, if you heal your armors back, you will end up dead-drawing them again.

I know not everyone feels the way I do about armor, and I know S&S is tougher than RotR was, but seriously, armor does not suit this guy's playstyle. He'd be better with no armor at all in his deck, especially if it got him some allies or more blessings. I might even go so far as to say he'd be better with no armor, and no other changes, even though his deck size would be down. But I can't be sure about that.

Eeeh, maybe early on, but his Shield of Gorum role can actually get ridiculous with armor. Just discard or recharge it to reduce all damage to 0. He can also reveal armor to reduce damage party members take, which will be very helpful with the before and after combat damage monsters. I don't know how common items that reduce damage will be, but so far there are no guaranteed Sihedron Medallions to help with that.

Armor still isn't incredibly useful right now, but I think Oloch can make it work. That being said, I wouldn't ever recommend putting more into his deck :P


Pathfinder Card Game Subscriber

I've played Oloch through the starting basic scenarios. He has some issues, the biggest being hand size 4 with favored card type armor...

Being able to discard the armor for healing ended up being very useful, since the rest of the party burned out fairly quick. One trick is that if you know he's going to be healing next turn, you can display as many cards as you want to help people out since he won't be exploring on his own turn.

His power feats seem to have the potential to make him ridiculous though. When he has a decent hand size, he'll be able to display his blessings and weapons to give nice flat bonuses to ally checks, while getting them right back in his hand when he starts his turn. He's also the only character with a d12 for strength, making him a solid pick for the Topaz of Strength.


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I'm just keeping mine in the box it came in...


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Yeah, I think Prey Stalker Wu Shen is killer, especially with the free power it gets (unlike every other character, when she picks up Prey Stalker, she automatically gets the +2 to barriers power).

And I don't think she's bad exactly... Merisiel is a fantastic character, so it makes sense not everyone would be as good. The problem is just how in just about every way she's either equal or inferior to S&S Merisiel:

Spoiler:
They have the exact same starting card list (although Wu has one more upgrade box for weapons, and Merisiel has one more for spells)

When alone, they both can recharge a card to get a bonus to combat roles... except Wu Shen's adds the poison trait which is useless against maybe 30% of monsters, and so far has no major benefits

They both have an evade power... but Wu Shen has to discard to use hers, and only against boons. The only updside to it is that she gets to explore again, but because the way upgrading your deck works, I don't think evading boons will really come up that often.

They both get Melee: Dex +1 for finesse weapons

They both have light armor proficiency, and no weapon proficiency.

Merisiel gets a total of +8 to various skills, while Wu Shen gets +6

Merisiel gets 5 cards, while Wu Shen gets 4 (5 is pretty much better, even when considering cards left in deck, because it gives you more options to prevent damage)

The only way I can think of where Wu Shen is better is that she has favorite card: Weapon, to guarantee she starts with some way to fight.

Sorry about the rant: I'm not even sure if I'm more upset at how good Merisiel is, or how mediocre Wu Shen is (I think Wu Shen is as good as Lesath and Olejack, it's just easier to compare her to Merisiel, who has extremely similar powers). It just kind of upsets me when there is little point to playing a character they designed because another is better in almost every way :(

I wonder if there will be any balance changes the design team will make for the card guild, similar to how PFS has a list of banned feats and archetypes, or modified class features.


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Joshua Birk 898 wrote:
I'm not sure what it is about him, but I have a completely unreasonable love for Olenjack. I just can't wait to play him.

He's unique, and that's something to be appreciated, even with his somewhat mediocre setup. That's why I'm kind of sad about Wu Shen... compare her to S&S Merisiel, and she's worse in just about every way until role cards come in to play :(


Pathfinder Card Game Subscriber

It's noticeably more difficult, in my opinion, but two scenarios stand out in particular: Rum Punch and Press Ganged.

I suppose Rum Punch isn't that bad if you have a charismatic party, but if you're not, it can get pretty brutal. I got lucky with my group since she ended up at the last location deck, but if you keep encountering her early without being prepared, it gets difficult to consistently make a diplomacy 13 check.

Press Ganged is the only failed scenario I've had. You only start with a hand size of 1, so when the first card we found was Pirate Hunting, forcing us to go against the Wormwood every turn. The only hope we had was both getting blessings, and when we finally wasted enough turns getting blessing for both characters, we still ended up failing the roll to defeat. The second time, we fought a henchman right away, letting our hand size go up, and it become considerably more manageable.


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Dave Riley wrote:

Played Seoni through the whole game looking for a Haste.

Got it as a reward during Assault on the Pinnacle. :(

Eesh, rough. I never got any Lightning Bolts when I played Seoni, so that made me a bit sad, but I think I made up for it after I got both Disintegrates.


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Yeah, as a Seoni player, Haste is my jam.


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When I was at the Paizo booth at Gencon, I noticed a bunch of people buying all 7 class decks. So it's not just you.


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I have the rogue deck right now. The poison items don't have any synergy with the poison trait... They just add a flat bonus to your combat checks and they add the poison trait themself. Olenjack is really the only rogue to have synergy with using poison, especially if he picks the spider role.


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Pathfinder Card Game Subscriber
Smokedgoalie wrote:

I have a question on how the Theurge role for Zarlova would work, specifically the acquisition of the skill Arcane: Intelligence +2.

Ideally, that would allow her to recharge arcane spells, but its usefulness is limited without any arcane spells in the Cleric class deck.

It's my understanding that you can only upgrade your character with cards from the class deck. So basically, you can gain an arcane spell during a scenario, use it, recharge it, but not be able to carry it on to succeeding scenarios. Am I understanding that correctly or am I missing something?

You're understanding it correctly.

Alternatively, someone could use this character with or without purchasing the class deck, but using it in RotRL or S&S, where they'll keep arcane spells that they acquire during scenarios if they want.


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I can see a 1 star rating for the S&S set coming up:

1/5: When my fried's character died, he died as well. Would not recommend.


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Orbis Orboros wrote:
Hawkmoon269 wrote:

He's a class deck fighter.

He has this power on one of his roles:

□ At the start of your turn, you may bury (□ or discard) an ally to draw 3 cards.

He should be right up your alley.

Ah, it's just like that ability of RotR's Seoni.

A cool ability indeed... but it's not on a spellcaster. Spells are so much more fun than weapons in this game, I think.

...

Am I too picky? XD

Nah, it's fine to have preferences. I won't play Ezren because I can't get over the 0 blessings, for example :P


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Orbis Orboros wrote:
Hawkmoon269 wrote:
Johnny Chronicle wrote:
Orbis Orboros wrote:
In case you get other similiar questions, there's a simple, airtight rule for why you can only recharge one of the spells. You're only allowed to use each character power once per step.
Well, that takes care of that! Thanks!

Actually, I think that only applies to the steps of the encounter. You can use powers more than once in each step of the turn. For instance, RotR Seoni can automatically recharge multiple spells with the Arcane trait that are displayed at the end of her turn (i.e. if Seoni has Strength, Speed, and Glibness all displayed at the end of her turn). And RotR Lini can recharge multiple animal allie she uses to explore during the explore step of her turn.

I really think the limit her is that the power says "a card".

I disagree (for now, at least). You're referencing triggered abilities; do you have any activated abilities that work like you're saying?

Alzahara can recharge a card with the divine trait to look at the top card of any location deck, so that's activated, not triggered. She can do this any number of times per step, so long as she has a divine card.


Pathfinder Card Game Subscriber
Orbis Orboros wrote:

Bah, on a mostly unrelated note, I just looked for Restoration and it's not in S&S or any of the Class decks either.

Sad day.

:c

It's your fault, you know :P


Pathfinder Card Game Subscriber
isaic16 wrote:
Mechalibur wrote:

Edit: Also, there's no toad in S&S.

Wasn't toad in deck 2, though? No reason to rule the little guy out yet ;-)

The character sheets have a list of all boons. There are no toads in S&S.


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*Sigh* no locations near me, and my access to transportation is always spotty at best.

At least there are always home games, right? :)


Pathfinder Card Game Subscriber
Andrew K wrote:
There is combat against ships, it isn't a typo.

There aren't any in the base set.


Pathfinder Card Game Subscriber

Aquatic trait in S&S:

Spoiler:
I did a quick count of S&S monsters to see how often the aquatic or animal trait would come up. Out of 59 monster cards in B, C, and 1, 35 have either the aquatic or animal trait (or both). That's about 60%, so the recharge bonus isn't really situational at all. When you account henchmen and villains, the odds of any given monster being aquatic is probably around 50% or so.

Edit: Also, there's no toad in S&S.


Pathfinder Card Game Subscriber

Well, personally I think taking away that power made sense. Getting a bonus to literally every check you make by only having to reveal an animal is extremely powerful, but uninvolved, and lacks any serious consideration whether to us it or not.

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