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Morganstern's page

137 posts. No reviews. No lists. 1 wishlist. 1 alias.


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So I'm trying to decide on a way to make a villain loosely inspired by Arthas from WoW (aiming mostly for a undead anti paladin style character, but with heavy emphasis on ice and cold) who acts as the primary agent of a Dragon-God that holds sway over similar powers. What I'm trying to figure out, is how to give these ice-themed abilities to him before he becomes an undead, while he first encounters the party (they'll be 5th level by the time they encounter him).

I've been toying with making him a Gestalt character, but as the party isn't Gestalt I don't know how that would work out CR wise. Otherwise I was debating making a custom archetype, but before I resort to that I was wondering if anyone had any other ideas. Any suggestions are appreciated! Thanks to everyone in advance!


Along the lines of conquering other worlds, perhaps Scion needs to build and fortify "assault points", areas where the veil between planes is especially thin. This could mean that he needs slaves as labor, skilled craftsmen to devise the construction, and even wizards of other spellcastes that he could promise (truthfully or not, or maybe somewhere in between) to make immortal in exchange for their services.
These Assault Points could act as permanent Gates, allowing him to send forces freely between the planes without worrying about things like constantly needing spellcasters. As a result, the players could try to rally denizens of other planes to their aid, using the threat of a common enemy to make all parties work together.
Alternatively, they could try and trap Scion on a magically dead world that might slowly drain his power and leave him harmless.
Planescape might be a good resource for something like this. ;)


Scion could possibly be using the memories of the demon as well, perhaps using its countless years worth of arcane knowledge to eventually create its own demiplane, or even a proper portal to the abyss where it can build a stronger "battery" from more powerful demons.
Maybe it envisions itself as the harbinger of the end, bringing a living hell (so to speak) to the material plane as a way to spark the end of days.


Any news on the ACG Character Sheets?


most of my players aren't that interested in tracking things like fame and reputation, so I'm just gonna wing most of that. So far, I have a Paladin/Sorcerer, a Sorcerer, an Arcanist, a Hunter, a False Mage Rogue, and a straight up Fighter.
The party is relatively into social encounters and RP normally, but I'm planning on mixing it up on a regular basis so that it doesn't get stale. The fighter is actually a relatively new player, so I'm going to go relatively basic as far as optional rules go.
As far as play style, I'm thinking more of a Secret War style game, where the players themselves are part of a larger Rebellion, and they are basically their own Unit. They have some contacts outside their immediate area, but so far they're mostly just small fries. This will change as they go up in level and accomplish more, but for now they're basically trying to set roots down and build a base of power.
So there's gonna be plenty of social encounters (dealing with local merchants, thieve's guild and even some of the local guard) mixed with fights (clearing out bandits for the merchants, dealing with rivals to the thieve's guild and even helping to uncover corrupted officials, by any means).
The problem I see is the paladin, though he is a follower of Erastil, so maybe I can work on the "for the good of the common folk" angle to really motivate him.
Does it look like I'm missing anything big?


Well, if you give him a sort of customized Mythic Build you could easily do that. Maybe use Fleet Warrior, Impossible Speed, and Panther Style (dress it up more as unnatural speed and reflexes and less disciplined martial skill) to allow him to move about rapidly and strike rapidly. Add in the ability from the Guardian path to deflect attacks, and a shadow-step style ability to let him essentially Dimension Door in a swarm of bats.

Not actually familiar with either of the sources you mentioned, but just my ideas on a brutal monster type.


My personal advice would be to focus on his martial skills and his ability to just wreck something.
Use the same weapon in each hand (suggest something like a scimitar or wakizashi) and try to get slashing grace as early as possible. Maybe go Fighter with the weapon master archetype, and maybe slayer or cavalier as the other class.
Then just focus on boosting Dex as high as possible, and keep yourself mobile. Move up and just wreck a target, maybe taking power attack just to get improved sunder to destroy their weapons.
Just my 2 coppers.


Well, I guess it depends on what you want to focus on. Do you want to drive home his incredibly developed martial skill, his supernatural powers, or more of his ancient might and unkillable nature?
Is he more a Bram Stomer's Dracula, or Hellsing Ultimate Alucard?


So, I'm interested in running a political style game with heavy emphasis on urban interactions and intrigue. I'm basing the game in Brevoy, and focusing on the disappearance of the old royal family (mobile at the moment and can't remember the name) and the rise of the Surtova family as the ruling family.
I have a total of 6 players at the moment, and might gain another (I'm practiced in running large groups) before too long here. The majority of the party is casters of some sort, either arcane or divine, and a decent mix of Melee and ranged combat.
I was wondering if anyone had any suggestions on pitfall/traps or good things to focus on.
I know I'm going to involve a Cult of Dragon Worshippers, and the current ruling family being heavily tied to them. But other than that, I was wondering if there was anything others have done for this kind of campaign that worked well or was a lot of fun.
Thanks in advance for all your help!


So, a player at my table rolled Egoistic on a teo-bladed sword he was making for the party's Paladin, and was wondering if this means that since he took weapon proficiency (bastard sword), would he automatically be proficient with the Two-bladed sword?
I told him I'd think it over, and it seems like it does. Am I wrong here, or is it that good a perk?


Eigengrau wrote:
Morganstern wrote:
My best advice would be to variant into Witch, grab the fortune hex and take a feat for the cackle. It's honestly super powerful in use, if not on paper.
This isn't going to work, VMC into Witch specifically states you can never gain the Extra Hex Feats. Even if I could do this, I don't think it's worth it at all.

Sorry, didn't see the part about not qualifying for Extra Hex (odd to place it with Patron and not Hex) so disregard that.

Yeah, adding a template seems like the best bet. Are you focused into a single spell (shocking grasp and such) or planning on more versatility?


My best advice would be to variant into Witch, grab the fortune hex and take a feat for the cackle. It's honestly super powerful in use, if not on paper.


Both players are playing martial characters, one a slayer and the other a Brawler with the strangler archetype, and both are very stealth focused. They took the Stealth Synergy feat, and we're doing a campaign based around stopping an Orc invasion from the Hold of Belkzen.
Most encounters start with them stealthing up behind a group of enemies, and disabling them one at a time until they're noticed. A lot of the campaign was based around both players being bery into the game Shadow of Mordor, so I'm having to do some research into the game and it's story while planning this campaign.
The idea of having one or both of them run two characters is actually pretty good, as one player is very experienced and the other is at least comfortable with the system.

The third player has officially dropped out, but for very understandable and legitimate reasons.


So I'm very familiar with running a campaign with 5-8 players, but recently with changes in work schedules, players moving and conflicting gaming schedules, I have a party of 3.
One of these players is only able to attend once in a while, but the other two want to play a campaign with 2 players and have the3rd jump in when he can.
I'm not very familiar with running for small parties, and this one has no spellcasters at all. I was wondering if anyone has any advice?


This might sound weird, but seriously consider playing a bard. With spells like Glibness at your disposal, as well as focusing on party buffing and maybe some ranged attacks, you can seriously have some fun without getting sunk into the core combat mechanics.

Make use of your Bardic Performance, as well as items like Smokesticks, Thunderstones, and even Tanglefoot bags along with spells like Grease, Enthrall, Ventriloquism and Unseen Servant to really mess with opponents.
You can get really creative with some of their spells and the Bluff skill. ;)


So, lately I haven't been running any games because the last one died off suddenly and left me burned out. Me and two of the players were eating at a restaurant and just kinda talking about gaming when we gradually realized that every game i've run recently has been radically pulled away from its initial premise by one specific player, one who also tends to just drop out whenever he feels bored.
Since the campaign premise had already changed, the other players lose interest and the campaign kinda dies off. I don't think he's intentionally doing it and none of us think it's malicious, but it really burns me out when my campaigns get sabotaged, even unintentionally.

So i was just wondering if anyone else has run into this kind of problem, or if I'm just on my own?


Companion: Wolf
Wildshape: Raven

because of reasons...


Thanks for the advice everyone, and as for the actual setting it's just Fantasy Bronze Age. There's really no historical counterpoint to my setting, we're all just interested in the Greco-Roman feel.
Zergtitan, thanks for pointing out Elysian Bronze as I hadn't actually known about it yet. I only recently bought Ultimate Equipment and haven't had the time to check it out fully.

As for the Combat Expertise, it's there mostly as a way to remove feat tax for some of the Combat Maneuvers, but after talking with my players a bit we all agreed to also give out Dodge for free.


I figured that it allows people to bump up their AC if they need to, as well as opens up access to the Combat Maneuver feats such as Improved Trip or Improved Disarm.
And not all two-handed weapons are gone, just many. But if you have a suggestion to make up for that, i'd love to hear it.


So, my players are interested in the idea of a Greco-Roman style campaign, and we even grabbed the greek pantheon from 3.5 and converted it for Pathfinder. But as I read over some threads on this style of game I noticed that a lot of people advised against it as Bronze makes Heavy Armor and many Two-Handed weapons impossible to craft, making a lot of builds useless.
To counter this problem, I intend to give everyone that would be able to use heavy armor Combat Expertise for free, regardless of Int score. Does this seem like a reasonable compromise, or does this still sound unfair?


Hey guys, my players have shown interest in playing a campaign centered around the World Wound but have been disinterested in the Wrath of the Righteous adventure path. As such, i'm going to be doing a scratch-built campaign set in Mendev/The World Wound, and I was looking for good resources for setting info. My funds are currently pretty tight, but I did spring for a copy of the first Wrath of the Righteous AP book. Any other good resources or ideas for a campaign set around the World Wound?

P.S. - The entire team has agreed to play good guys for sake of working together, and two are talking about playing brothers (one paladin, one Inquisitor). Three more players are as of yet undecided.


I've been playing in several campaigns lately, as well as running my own, and i've noticed that many people tend to treat weapons as a minor item or something that they change out regularly. In particular I have a paladin in one of my games that routinely changes out weapons whenever he finds something remotely better, and that's only because i said he shouldn't walk around with 15+ weapons at once.
I personally tend to play characters that form a bond with a specific weapon, typically one that I built or had made for me. Something akin to Jedi and their "Your lightsaber is your ally" philosophy, i'll craft a single sword that i'll use for most of the game if possible.
Does anyone else do this, or is it just something that I should expect not to see?


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Just recently built a Human barbarian 11/Champion 5 that can deal (Via mythic Power Attack, Mythic Vital Strike, and Improved Vital Strike) either 9d6+87+1d6 or 15d6+205+1d6+2d10 on a critical hit. Either way he tickles even the hardiest fighter, and that's without the Maximized Critical path ability.
Side note, icy burst for those random d6 and d10, with him being Large sized with a greataxe.


Caim the Rogue wrote:
Corvino wrote:
Caim the Rogue wrote:
I really just want to be able to at least match the wizards damage out put.

Wizards aren't usually optimised for damage output. Their real strength is playing the so-called "God Wizard" and completely controlling the battlefield. Fighters can output good raw numbers in terms of damage, but damage-dealing is often a cleanup operation after half the enemy are disabled.

wraithstrike is completely on the money. The real question is not "how do I do more damage?", but "how do I shut down an enemy/control an area/stop casting *and* do damage?".

And I still have yet to see how a fighter does 100 damage consistently at level 10 . I would greatly appreciate it if someone explained it to me.

He didn't say that fighters *DO* 100 damage at level 10, simply that even if they did most people still wouldn't care.

Damage alone is not the most important part of a battle, tactics and control are. Sure you can wade into the enemies and cut them to pieces, but during that time they are hitting you as well. A well-built control character can make sure that the enemies never get to attack, and you can kill them without resistance.

Honestly, if I saw a more control-oriented build for Fighters that actually worked out I would be all over that. But as it stands I typically see more use out of Bards and Wizards, with most enemies being held, dominated or compelled to attack their allies.


While brainstorming ideas for a new BBEG for my campaign (As an extremely, EXTREMELY lucky arrow killed my previous one. I hate called shot heart.) a friend of mine suggested a villain that Duplicates people, particularly the Party, and uses them as his soldiers. The obvious choice here is Simulacrum, but I was hoping for more options than just that.


Illeist wrote:

It would greatly help if we knew what kind of monster it is and what CR the encounter is. Otherwise, any item we give you will be an odd item, and likely one drastically out of tier.

"Why did this ogre with 14 barbarian levels have a blessed book filled entirely with illusion spells? And... a non magical tiny fighting fan?"

Good point. The Creature is a modified Pyro-Hydra, replacing it's fire effects with electricity. The encounter is CR 8-9, depending on how the PCs handle everything. If it's in its lair, CR 9 and CR 8 if they lure it out. Its lair is filled with a foot and a half of water, thus the increase in CR.


The player in a campaign i'm running are about to challenge a Mythic creature while being non-mythic themselves. They have already expressed that they don't wish to be mythic, but are okay with mythic monsters existing and even being opponents. This creature is 4 CR above them, and they're aware that the creature is outside their typical range, but they are still challenging it.
The party consists of 3 Paladins (Two are range focused, the other uses a spiked chain) and 2 rogues (One is an archer, the other is a spear user that can break weapons to cause bleed damage). The creature is already built and designed, so now the only question is this; what kind of treasure should a mythic monster have?

I want at least one Weapon and one Odd item (wondrous item preferred) that each have a bit of a unique history/ability, but i'm a little swamped right now with work and my other game. So please, help me out here.


StreamOfTheSky wrote:

The 3.5 hydra did NOT get more than one attack per AoO. That was a sadly common and utterly outrageous reading of the text, sure to auto-kill anyone who provoked if they were about the hydra's CR in level.

Quote:
A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Hydras only have Dex 12 (so they need it as a bonus feat they don't even qualify for it otherwise!); that text is just saying "instead of 1 + Dex bonus AoOs per round, the Hydra gets as many AoOs as it has heads." I wish it were written better, but that's pretty clearly the intent.

I still can't believe there's people who think a CR 4 creature was supposed to get five attacks of +6 to hit d10+3 damage (on top of the 5 it gets on its own turn) if the level 4 Fighter (~4d10+8 hp vs. up to 5d10+15 damage....yeah) dared to move within its 10 ft reach or sunder one of its heads without having paid the feat tax on Imp. Sunder.

Who stated that? As far as i can tell no one said anything to that nature. the entire thread was just because I thought it a bit of an injustice to remove the extra AoO's from having 5+ heads. Only getting 2 AoO's a round is kinda lame for a multi-headed monster.


In 3.5 Hydras had the ability to take multiple attacks of opportunity based on the number of heads that they had. Is this still the case in Pathfinder, or does the Pathfinder hydra simply use combat reflexes as written? sorry for the weird question, just really wanted to clarify this.


For the monk try using the Zen Archer variant as others have said, but if that doesn't strike their fancy i'd suggest Dodge, Mobility and build towards Improved Trip or Improved Disarm if many of their opponents are humanoids. Run in, grab weapon/trip them, move away.
If you have a copy of Ultimate Campaign or are willing to cherry pick, Panther Style would work wonders.


For the ranger, try using the TWF combat chain, but add in Improved Shield Bash and Improved Dirty Trick if he has the Int for it. That way he can stun or sicken opponents, and still be offensive. Depending on level, he can also grab Point-Blank and Precise shot.


mplindustries wrote:
Morganstern wrote:

I have accomplished one of the items on my list already and that is - I managed to one-shot a Dragon 4cr above the team, as the first action of the surprise round no less! Great way to make a name for a character.

** spoiler omitted **

Wow, is it awful of me to point out that you only get a single standard action on the surprise round, so you also should not have been able to cast a spell and move more than 5'...

We run a Houserule that Suprise rounds are a full-round. Makes the Rogue players a lot happier.

Lord Pendragon, Ultimate Combat has rules for called shot heart. Don't have the book in front of me but if you do enough damage it's a chance at auto-death.


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The most Hated and Loved villain I've yet used was a cohort that the team left for dead after raiding a temple to an evil deity. They killed the cultists but the paladin's cohort fell in combat and they never checked if he was alive or not. They left him there to eventually stabilize and recover on his own.

He ended up becoming an Antipaladin of the very deity that they had been fighting, and when he first encountered the team again he used his knowledge of them well. Silenced the Sorcerer, Sundered the Barbarian's ONLY weapon, and used Dominated villagers to shield himself from the paladin. Though they survived, the party was furious that an Enemy would know their weaknesses so well until the sorcerer realised who he was.

They tried to redeem him multiple times until he ended up dying from friendly fire, after which the paladin buried him in his family's crypt. First time I ever saw a team actually debate resurrecting an enemy.


I have accomplished one of the items on my list already and that is - I managed to one-shot a Dragon 4cr above the team, as the first action of the surprise round no less! Great way to make a name for a character.

Story:
Played a Bladebound Kensai Magus that used a Bastard Sword. The party was hunting a BBG Red Dragon that was terrorizing a set of towns and cities near his Volcanic lair. We found his lair and were exploring when it attempted to jump us from concealment in a pool of lava. Good roll let me notice it and on the surprise round I won initiative. Cast Shocking Grasp, moved up to the edge of the lava and attacked it with a called shot heart (I like to try it every once in aWhile), managed to confirm a crit for enough to auto-kill it. The paladin in the party added "Lord" to my name from then on, regardless of the fact that I had no formal title.


The class ability Canny Defense is granted by the Kensai Archetype of the Magus class, and states that it works the same as the Duelist ability of the same name.

So if a character goes into Duelist, do the levels stack or is the bonus applied again?


I'm looking to build a character for a friend's game, and I was looking for help with building it. Basically I want to make a Spiritualist type character, someone who communicates with and controls spirits and corpses. Kind of an Necromancer that Binds souls as well as corpses. Anything that would work towards this?


VRMH: Pauldrons are the shoulder pieces of armor, so shoulder slot is the default assumption. They're an Immediate Action to use, to try and limit him from affecting more than one creature in the same round.

Marcryser: It's not about it scaling so much as it is about the effect described; He really wants to be able to force creatures to attack him instead of others.

Chaos: That's a pretty good point. going to talk with him about having a set DC and possibly making it have three tiers, such as lesser, normal and greater with each tier increasing the DC.


A player in my most recent game made a character based around the concept of being a "tank", something he is used to from years of playing MMOs. The character is a Paladin that follows a homebrew deity based around protection and duty above anything, and he recently came into a large sum of money.

spoiler:
The party was ambushed and he held off the attack alone while they retreated. A few incredibly lucky rolls later and he had managed to defeat a group of 4 equal level opponents by himself. The group told him that he earned all the loot himself and he was told to keep it all.

He asked if he could use the money to make a set of magical pauldrons that allowed him to maintain an opponent's attention. Here's what he submitted so far for evaluation.

Pauldrons:
Guardian's Pauldrons
These metal pauldrons look worn and battered, but are still comfortable to wear. Every enemy that you close with sees you as a larger threat, and treats you as such. Whenever a creature you can see that you threaten makes an attack against one of your allies, as an immediate action before the outcome of the attack roll is declared, you can compel that creature to attack you instead. The creature gets a DC (10+1/2 your character level+ Cha modifier) Will saving throw againts this effect when you first threaten it and use this ability. As long as you threaten the creature it does not gain another Will save to resist this effect, but if it steps outside your threatened range you must use this ability again, granting it another Will save. A creature that makes its Will save is immune to this effect for 24 hours. This is a mind effecting ability. The pauldrons take 24 hours to attune to a wearer, and must be reattuned if worn by another person.

Compel Hostility (1st level Spell)
Base Cost: 12,000
Cost to Create: 6,000

Does this seem like a decently balanced item, or if not what would you suggest?


I have to add to this. Just be warned, we roll stats.

Jayce Wayland, Human Bladebound Kensai Magus 14.
Str: 14 (20 with Belt)
Dex: 20
Con: 15
Int: 19
Wis: 10
Cha: 13

Traits: Mercenary, Magical Lineage (Chill Touch)

Blackblade is a Bastard Sword made from a strange black metal that isn't adamantine. (Found in a ruined temple to a god of magic)
I tend to 2-hand my Bastard Sword after buffing myself and casting Chill Touch, then swing until the charges run out and recast it.

Background:
Jayce was raised by his father, the leader of a mercenary group that cared nothing for causes as long as the coin was right. As a teen, he fought alongside his father in a few battles but eventually got sick of the chain of command. He left the mercenary band and worked solo for a couple of years, and eventually joined with a group of adventurers to put an end to a raiding orc tribe.
After their initial job, Jayce stayed with the group out of a mutual respect for the two Half-Elf brothers that led the team and a slight romantic dalliance with the female Oracle of life. Now, he throws himself into battle to try and grow more famous than his father, and possibly win the heart of the Oracle.


Where is Wayang Spellhunter found? can't seem to find it in any books i own...


After reading over the class, I'm definitely going Witch! The DM and I are talking back and forth about what he'll allow and how far I can take this before he gets vengeful. But so far, it's looking pretty good. Thanks to everyone for the Input!


It was a Roll and arrange for taste System. I am going to be the face of the team, so Charisma is my power stat followed by Intelligence. Or should that be switched? never played a Witch before. (Is it Warlock for males?)

Edit: this is getting quite a bit of attention for only posting it a little bit ago! Thanks everyone.


We're only allowed Paizo books, and only Pathfinder material not 3.5 books. The DM is also very against Psionics, so they're a no go.
Just rolled stats, and this is what i have so far.
Str 12
Dex 14
Con 13
Int 17
Wis 15
Cha 18 (20 for being human)

Pretty much any core stuff is allowed, although no oriental gear or classes. Still trying to decide on what i should take for feats, and what weapon to use. :/
Thanks for all the help though, this is looking to be a fun character so far!


So while i can't dominate someone's mind i could weaken it (Fluff-wise) causing them to be more susceptible to other influences?


Could you please elaborate on the whole witch thing? I've only ever played Paladins (mostly the Antipaladin variety) and Magus as far as casters go. Do they get those kinds of abilities early on, or much later?
The party is only 5th level, so i'm looking for things I can use at that level, if that helps any.


Basically, I've been wanting to run a pure spellcaster for some time now but haven't seen any ideas that struck my fancy. Now finally I saw something that I wanted to recreate as a character, but I have no idea how.
The general idea is to use a lot of "mind control" spells such as dominate and suggestion, maybe even geas if it gets to that point. I need any and all advice on building this type of character please!


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Powdered Bones for any necromantic or evil item.

Quicksilver/Mercury for speed or adaptation based items.

Vampire Fangs for undead bane weapons or bleed items.

Distilled essence of an Ooze for acid based items.

Sky Metal (Meteoric Iron) for protection or defensive items.

Volcanic Glass for flame or heat based items.

Diamond Dust for light based items.


There are various versions of Hellbugs, going off of the games. We should probably design a base "standard" Hellbug and then go from there. They are very similar to a Giant Insect of some sort, and have a striking resemblance to ants. Maybe use Giant Ants as a base idea and go from there?


As I understand, the GM is the one asking for the help with making a shield for a player of his. I was simply showing another way to reduce the price to make it within the budget. You could easily switch the Human requirement to Paladin or Fighter only just as easily to fit character flavor. I really don't appreciate having a suggestion to help another person called "Cheese" when I'm only trying to help.
And sorry my math is off, doing this mentally without my books to double check price guidelines.


Price varies a bit more depending on if you want to add restrictions to the shield. Say for example if the character is a Human, it could only function for humans and save you 30% of the item's cost.

So the breakdown would then be:
9 - Shield
150 - Masterwork
4,000 - +1 Bashing
5,000 - Evasion 1/day
2,500 - Different Slot
11,659 - Sub Total
-3,497.7 - Racial Restriction
8,161.3 - Total

Then he could pay 1,750 Gp for each daily use he wanted to gain after the base enchanting was done, (1,750 is 70% of 2,500 IIRC)

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