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I have an insane amount of house rules.

The more major ones I have listed here.

Races. - HALF ORC

Half orcs get +2 to any physical stat
+4 racial bonus on Intimidate. Half-orcs are naturally brusque and use that to their advantage.
+4 racial bonus on Survival. Having been outcasts, half-orcs know how to fend for themselves.

Half elves get +2 to any mental stat.
Extra feat at 1st level

Human - Extra 4 skill points at 1st level and extra one each level and extra feat.

New Stats - Luck - and Comeliness and Sanity they are set and cannot be re arranged.
Sanity is 5 X wisdom.

Comeliness adjustment is added or subtracted from first impressions, by the DM.
Elves + 2 Half elves +1 Half orcs -4

Classes. Classes are as Pathfinder with these exceptions.

Wizards cannot get Eschew Materials.
Wizards can cast any spell in their book and don’t need to memorize certain ones.
Wizards and Sorcerers get 0 level spells as per 3.5 which are used up.
Wizards and Sorcerers get 3 cantrips from 1st ed per day.
Sorcerers can change out spells each time they go up a level.
Wizards do not get free spells on going up a level.

We use the XP cost for magic items and certain spells, but casters get an essence pool of 100 xp per level everytime they go up a level to use for these costs.

Metamagic feats cost more spell slots, instead of having to be memorized at a higher level.

Priests can cast any spells on their list without having to memorize certain ones.
Wizards can choose, staff, powers or skills instead of a familiar.

Spells cast within the last 12 hours count against the total for the day.

A caster can try to cast a lower or higher level spell by combining spell slots.
An ability check of 10 + Level of spell trying to make does it.
Failure wastes the slots.

New Rules for teleporting and scrying.
Any failure to cast a spell triggers a wild surge.
New Rules for casting scrolls.

Skills.

I use the expanded diplomacy rules and give a bonus of +1-+6 depending on the players roleplaying.

Skills points are as 3.5 with these exceptions.

You can only go half as high in a cross class skill but it doesn’t cost double ranks.
Climb and swim is in with Athletics.
Escape artist in with Acrobatics.

We use an altered weapon focus, specialization and Mastery system.

We use attack vrs armor types, expanded weapon and armor lists and slightly adjusted damages
for weapons.

Spells or elemental damage or poison critical hits on a 20 or a 1 on a save.

We use a huge and bizarre critical hit and miss system, a natural 20 automatically confirms for players.

Fighting styles.

Fighting defensibly. - 4 to hit + 2 AC.
Fighting wildly -4 to hit +2 to damage.
Fighting riskily -4 to AC + 2 to hit.
Fighting trickily -4 to damage + 2 to hit.

Extravagant Living
Gold may be wasted on senseless activities in exchange for experience points. 5 gp may be wasted for every 1 x.p. gained. to a maximum of 200 xp gain X level This rule allows encourages players to rid themselves of excess wealth without spending it on character power escalation. Typical activities are,smoking black lotus, gambling, having lavish parties, buying useless trinkets, making bad bargains, etc.

The NOOOOOOOOOOO !

Once per in game day, a players is allowed to use a NO.
This allows a reroll with a + 4. Or can be used to avoid something horrible by rolling 7 or higher.

The HERO POINT.

Ths is awarded to players who perform heroic deeds, usually at great personal risk.
These encourage players to take risks often with spectacular results.
They are usually awarded at the end of a massive quest for the side of good, where there have been trials of great magnitude.
A HERO POINT allows the player to accomplish the impossible.
Perform multiple actions at once, dive free of instant death, or break the rules in some way
or automatically hit with a maximum damage confirmed critical.
There is always a chance of failure or reward with using up a hero point.
When the Hero point is used a d20 is rolled. On a 1 critical failure occurs.
On a 20 the hero point is not used up.

LUCK.
The luck stat goes up 1 point every 3 levels and is rolled like any normal stat at the start but cannot be arranged. Luck heals up at 1 per day.
How luck is used.
Example. Goth Goth has 14 luck (+2) he rolls 19 with his stick of whacking! He needs that 20 , so he decides to use his luck. He makes a luck check and rolls a 10. With his + 2 this brings the total to 12. A 12 is a +1 adjustment so thats enough to pull of his 20 and slam in with the crit.
Luck can be used for skills, saves and to increase or decrease damage. It can only be used in important situations at the Dms discretion. Not for craft checks or learning spell checks, but mostly only in adventuring mode.
Making a luck roll uses one luck.
Rolling a 1 on a luck check uses 3 luck and results in spectacular failure.

Mixing potions creates strange and sometimes deadly effects, but most potions last 40 + 10 - 40 minutes.

Massive Damage. Character Level x 2 + con score. Is the threshold. DC 15 fort save. + 2 per every 10 damage over. Failure drops the character to -1.
Stabilizing checks are % = to Con score.

...............

Suffice it to say , playing in my campaign is more akin to falling and screaming.


I have wondered about this for years and I can see even in my 1st
ed PHB that wizards couldnt cast silence spells.
Has anyone ever seen a reason for this besides arbitrary " Game Balance "
Your thoughts?


Tanis ! In Sydney? Email me ! agentfestaskull@hotmail.com


Snob goods !
Of course. You are right.
It is worn by admirals and has gold lace and bocade and such on it.
It probably gosts 5 gp in materials to make, and its made in a miliners that doubles as a borello ( Anyone seen BBCs Fanny Hill? )

A place in sydney called double bay sells pies for 7 $ when in the other sheps they are about 3.

Snob goods. lol.


aahh Bicorn - 50 gp...
made of 1 lb of glod...


In StormWrack a Tricorn HAT costs 50 gp.
Thats insane.
Thats the cost of 50 artisans outfits.
Why does it cost 50 gp?
I think this is madness. Please help.


Great stuff !

Alternate 1985 Marty !
GREAT SCOTT!!

And Pratchett is awesome !


Yeah. Chris and The Roy are right ! As well as Hunter of the Dusk...
New Time line/Billion paths solves the quandary.
Thanks !


ok , those are all good answers,
Im assuming he goes back and re occupies his body .

Heres the rub, If he goes back to before he broke the potions and DOSENT drink the potions,
then how could he have got the ability to go back and drink the potions to get the power that allows him to go back to drink the potions...

and # 2 - If he goes back and breaks the chest and the potions mix again, according to Chaos theory there is no chance that the time travel potion will be created again. ( In game terms he would have to roll a 100 on a % then a 9 on a d 10 then a 62 on a % then a 6 on a d 10 , chance is 1 in Ten Million.)

so what happens now....?


Man those are good answears !
Im back on the wagon ! Or is it off the wagon?

If he goes back and mixes the potions again of course something differnt would happen - Chaos theory ...


So in my wacky game, a player has gained a power to travel forward or backwards in time up to ten minutes once per week...

He smashed a chest containing potions and the potions mixed.
And using the "Potions Mixing " random table rolled a 100

00 Discovery. The mixing of the potions creates a special effect--one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. If mixed externally, then the permanent effect is not discovered until the mix is consumed. The potion's effect becomes a spell-like ability that is always on for the drinker.

Another random roll to find what power came up with this time travel one...

The player thought up the idea to go back in time to before he broke the potions and not open the chest so violently...

So I said ... but then you would have never have drunk the potions that gave you the power to go back ...

At this point we became confused and decided that we should go outside for a walk and really think about what we are actually doing with our spare time, and if playing Dungeons and Dragons is actually as good as breaking bottles in an alley or rolling a hoop about the town...

.......

What happens now... Have I ruined my game? How does this time travel thing work...


I havent seen a raven or crow pick up much , but an owl can pick up a rat.
A rat weighs about one lb.
A hawk familar would be better, as a hawk can pick up a rabbit.


Thats Great. I have Added them.


Thats is all perfect !
Next 2000 hours of gaming locked in !


Hey guys !
Im playing a pirate campaign and would like any pirate type adventures
out of the Dungeon Magazines (I have them all but its a MAJOR to search each one ) that anyone can remember.
Or any pirate type adventures from online sources.

ALSO

I would like to run a game in the Plane of Faerie !
Has anyone ever seen one written - anywhere ?
Ive never seen one.
Please help, you rad doods from my wonderful communtity !
You never fail to make my game radder.


Here are some more Ideas we use in my group ...
Four ways we have divided treasure in the past.

1. Fair Division of everything, perfectly done by the highest level and most benevolent character under the wrathful eye of the Dungeon Master. Some times players will give gifts to each other or trade stuff this is fine.

2. Treasure division done by lethal combat between characters every time you find something. With this system there is swiftly only one character left and I soon send a huge Monster too kill him as punishment for his great greed.

3. An in Character treasure division system where each character is given their share by the most powerful character who bullies the other players into getting what they get and liking it on pain of death, While the other players stay silent and brooding and wait for their moment to strike.

4. Snatch and grab. Every man for himself grab it and stash it as fast as you can. This can wind up in some funny situations mid combat where the characters are looting bodies in the middle of everything. For example one character "Zandalf" was once hooking a golden crown off the head of a Skeleton King AS the skeleton King kicked the poo out of another member of the party. This form of treasure division soon degenerates into escalating threats followed by rolling for initiative...


Thats great and fixes everything THANKS !!


Hi , so anytime my group gets confused over things
we put the Question to the boards !
So here we are...

How come the adjustment for having Two weapon fighing only allows for
a light weapon in one hand and a normal in the other?
What happens if Both weapons are light?

and

Why is there not another feat that lowers the penalty further?

Please help !


Nothings wrong with the humor.
You are creative and funny.
I bet you have made heaps of rad things.
Im sorry if I was a bit mental.
I started smoking weed at 16 and then could no longer
do the complex calculations that I needed to do to DM properly
with all the little things you have to remember and know etc.
So my friends bailed me, instead of helping me, and I wandered off and
became a drug addict till 21.
Then When I got through a detox I started playing with a VENGENCE !
The first adventure I made was where the players had to bust a durgear weed farm where this super weed was being grown underground under special magic crystals and driving the villagers insane !

Now I have been working in drug rehab for 12 years - so I have certain viewpoint.
So once again - sorry if my post came off as mental.


you ROCK !
Ive Run this twice and was about to run it again and convert on the fly.
Now you have made my game RULE !
Keep going !


Funny but socially irresponsible. This stoner monk would get bashed as his reflexes would be caned.
But hey maybe in a make believe world , drugs actually help you .

In which case, the class is RAD !


Please send it to me !
agentfestaskull@hotmail.com


We played a good day of solid gaming and one player played an Inq

He was pretty cool and a good team mate with his healing spells.
His Judgement ability comes in very handy at low levels when the PCs dont have any magic weapons.
He killed a shadow that was going to wipe everyone out.
Over all it was a fun class to play with alot of room for roleplaying
as he has to come up for these vengence reasons and he has a good skill set so that he really compliments a small group.


Has anything happend in your campaign yet?
Did you talk to him?
Have others talk to him?
Kill him?

LOL


Wow.

So no one is even going to tell me how much it SUCKS.
It must Really suck if no one even botherd to post the myriad
flaws in such a deranged class.

My Clod is now 3rd level and Rocking !


Sorry be being so late on the reply.

I would LOVE to see your chart !
You so right about memorable battles.

My friend will never forget the day a lowly orc took out his 27th level rangers eye !!! As well as all the penalties it incurred to his archery all the way back to healingville.
Looking forward to seeing your chart and stealing stuff from it.


I would say Very old.
Dragonomnicon has pictures of sizes compared to a human body.


Here is the final version.
I have play tested it in one game.
No players were killed.

CONFIRMED CRITICAL CHART
Compiled by Murkmoldiev.

A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll.
D % Roll.
1-20 Power of the blow knocks opponent prone and back 5 ft.
21-40 Power of the blow causes opponent to fumble- Roll on fumble chart.
41-50. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1-6 rounds . Momement halved due to limping until healing received.

51-60 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

61-64 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

65-69 Hard hit - Weapon does its damage dice again on final damage count.
70-74 Powerful Hit - Add the unmodified maximum weapon damage as extra damage on final damage count
75-79 Brutal Hit- roll modified damage again and add, extra Damage on final damage count.
79 If blow exceeds half total hit points it destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 1d6 damage per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 18 each round or fall unconsious. Shield protects Left arm if one is worn. EXTRA MULTIPLE.
If the blow does not do over half the character HP then treat as arm hit on first chart.

80 If blow exceeds half total hit points it destroys your opponent’s arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart. EXTRA MULTIPLE

81 If blow exceeds half total hit points it destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 3d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 22 each round or fall unconscious. Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart. EXTRA MULTIPLE.

82 If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 18 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE.

83 . If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 20 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE

84. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 22 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE

85 . Massive Chest Chop Foe exhausted.- Shield protects. EXTRA MULTIPLE

86. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are dazed for 1-3 rounds. EXTRA MULTIPLE

87. Your strike smashes foes nose dazing him for 1- 3 rounds. Full helm protects against this.EM

88. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is dazed for 1-3 rounds. Helmet protects against this.EM

89. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this. EM

90. Eye removed- stunned for one round - blinded in one eye. Visored hem protects. EM

91. Ear removed - Stunned for one round -deafened in one ear Helm protects. EM

92. Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects. EM

93. Throat slash - no speech Bleeding 1d6 hp round. Gorget protects. EM
94. Throat cut - Two extra multiples. Bleeding 2d6 hp round. EM

95. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round.

96. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconscious. Full helm protects against this.

97.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples.

98- 99 SUPER DOOPER HIT.
Roll 1d6.

1. Your blow Cleaves foe in Twain. Your evil grimace causes all foes within 30ft to become shaken till end of combat.
2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds. Your lucky shot restores your luck to its initial level.
3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once. Your powerful slam fills you with hope. Any fatigue or exhaustion or physical condition effects you suffer is removed.
4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.
Your skill and confidence gains you an Extra NO !
5. Your blow caves foes head in. Foe silently slumps. Your burst of heroism shakes off some damage. You Heal 25% of your HP instantly.
6. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flies off near enough. You receive all the 1-5 good effects.

100. Wrath of the Gods of War, Attacker is filled with the wrath. And after chopping the foe down and flinging the body aside like a headless rag doll, he gets an immediate free move action and an Immediate free attack or action with a + 20 to the roll. As well as a Hero Point.


There is an IMMENSE amount of data in The Great Elemental Netbook - parts one and two.
Google it.

I use that and convert it from 2nd ed for my game.
I have a Elemental Wizard that got one spell from each element and each para element as the specialist bonus ones...


Full fix up.

Im made it better I think and not so deadly.
This one will be the one that gets playtested.

CONFIRMED CRITICAL CHART
Compiled by Murkmoldiev.

A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll and the Special chart roll.
D20 Roll.
1-5 Power of the blow knocks opponent prone and back 5 ft.
6-10 Power of the blow causes opponent to fumble.
11-12. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1-6 rounds . Momement halved due to limping until healing received.

13-14 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

15-16 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

17 Hard hit - Weapon does its damage dice again on final damage count.
18 Powerful Hit - Add the unmodified maximum weapon damage as extra damage on final damage count
19 Brutal Hit- roll modified damage again and add, extra Damage on final damage count.
20 Roll on the Special Chart.
SPECIAL CHART !
( Armor ) means no special effects - but armor is damaged.
Every attack on this chart inflicts an extra multiple ( or more if noted) on the damage.

1. If blow exceeds half total hit points it destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 1d6 damage per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 18 each round or fall unconsious. Shield protects Left arm if one is worn.
If the blow does not do over half the character HP then treat as arm hit on first chart.

2. If blow exceeds half total hit points it destroys your opponent’s arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart.

3. If blow exceeds half total hit points it destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 3d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 22 each round or fall unconscious. Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart.

4. If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 18 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart.

5.If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 20 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart.

6. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 22 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart.

7. Massive Chest Chop Foe exhausted.- Shield protects.

8. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are dazed for 1-3 rounds.

9. Your strike smashes foes nose dazing him for 1- 3 rounds. Full helm protects against this.

10. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is dazed for 1-3 rounds. Helmet protects against this.

11. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this.

12. Eye removed- stunned for one round - blinded in one eye. Visored hem protects.

13. Ear removed - Stunned for one round -deafened in one ear Helm protects.

14. Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects.

15. Throat slash - no speech Bleeding 1d6 hp round. Gorget protects
16. Throat cut - Two extra multiples. Bleeding 2d6 hp round.

17. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round.

18. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconsious. Full helm protects against this.

19.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples.

20 SUPER DOOPER HIT.
Roll 1d6.

1. Your blow divides foe in half, death is instantaneous
2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds.
3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once.
4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.
5. Your blow caves foes head in. Foe silently slumps.
6. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flys off near enough.


Hmm..

You have all brought up some very interesting points.
Very very valid too.

I have about 20 people play testing it right now and Im going to watch
the "Fun from kicking monster heads like soccor balls "
Vrs
"TPK game ends or new player is hating life because hes being carried legless and screaming from the dungeon" factor.


The Clod

I think this is halarious but hes Buzzy the half ogre clod is doing
well !

- Base Class .
Thanks to whoever developed the 2nd ed Kit version.

Description: Members of this class are not part of a "group" in any normal sense. Some individuals are unusually strong and stupid. They blunder around life, taking things when they need them. Their thief abilities are significantly modified in form, though not in result.
The Clod had a merciless upbringing where life was a daily strugle for survival.
Lacking the wits to survive the Clod develops other ways to solve his problems, and special resistances.

Weapon proficiencies: All simple. Armor Medium - no shields.

Skills.
Athletics, Craft, Disable device, Handle Animal , Intimidate, Knowledge Local, Profession, Slight of Hand , Survival.
Clods are not Literate.

Hit dice D12
Skill Points per level 4 +int.
Starting Wealth 3d6 X10 gp.

Level BAB F R W Special
1st +1 +2 +2 +0 Move unstoppably, Thump!
2nd +2 +3 +3 +0 Tough Skin +1
3rd +3 +3 +3 +1 Bonus Feat,
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1 Endurance. Tough Skin +2
6th +6/+1 +5 +5 +2 Resist Death.
7th +7/+2 +5 +5 +2 DR 1
8th +8/+3 +6 +6 +2 Bonus Feat
9th +9/+4 +6 +6 +3 Tough Skin +3
10th +10/+5 +7 +7 +3 DR 2, To Dumb to Care.
11th +11/+6/+1 +7 +7 +3 Bonus Feat
12th +12/+7/+2 +8 +8 +4 Tough Skin +4
13th +13/+8/+3 +8 +8 +4 DR 3
14th +14/+9/+4 +9 +9 +4 Bonus Feat
15th +15/+10/+5 +9 +9 +5 Tough Skin +5
16th +16/+11/+6/+1 +10 +10 +5 DR 4
17th +17/+12/+7/+2 +10 +10 +5 Bonus feat.
18th +18/+13/+8/+3 +11 +11 +6 Tough Skin +6
19th +19/+14/+9/+4 +11 +11 +6 DR5
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat.

A Clod uses Rogue skills in a different fashion that regular.
These changes are explained below.

Slight of Hand : This ability is no longer the sly purloining of coins or pouches from an unknowing victim. Instead, it represents an irresistible "grabbing" of the object. Its chance of success is nearly the same as the normal ability, but there are some differences. First, whether successful or not the attempt is totally obvious. Unless dead, the target will notice. If the Clod tries to "pick" a pouch hanging from the victim's belt, success means that the whole pouch was ripped off, the attaching thongs torn. If the Clod tries for something in a pocket, he shoves a big meaty hand inside and grabs everything he can, most likely tearing the pocket off in the bargain. Ability modifiers: (STR, not DEX, applies)
The Clod gets a + 1 to this roll for every 2 levels in Clod he possesses.

If the victim is holding the item to be grabbed in hand, the attempt provokes an AoO. Any damage caused adding to the DC of the attempt.
A failed roll provokes an AoO.

Slight of Hand DC.

20 Rip off a belt pouch or necklace.
25 Rip off a side satchel or grab a held or worn containers
contents.
30 Tear off a backpack or shield.

35 Tear the magical nose ring out of the nose of a berserk charging Minotaur.
Opposed by CMD Grab a weapon, wand or Item out of the hand of someone.
and provokes AoO.

Disable Device. ( Str )

This skill is simply the opening of locked objects through the creative use of force. Special tools are normally required to open locks effectively. Members of this kit don't use any of those tools that normal thieves do, though. Crowbars, sledgehammers, big rocks, and spiked clubs are frequently used. This method has advantages and disadvantages over the normal method. Normal traps like poisoned needles in locks and contact poison just don't do anything to the thief, obviously. Moreover, an attempt takes a mere 1-3 rounds (spent smashing, prying, and gouging the offending closure). The problem is that most objects are too delicate to handle this sort of treatment. Generally, if the DM thinks the locked object (or its contents, if a chest or box) is liable to be broken by the mistreatment of the lock, s/he should have it save versus the blow. Noise is also a drawback of this method. Ability modifiers. The Clod gets a + 1 to this roll for every 2 levels in Clod he posses.

THE DC is the BREAK DC of the lock or box

Remove traps: Not dissimilar to Open Locks. A Clod has a hard time finding a trap on their own, but if a friend points one out, the Clod can "remove" it quite effectively. The technique is essentially that of catastrophically setting it off. As above, a few "tools" are needed. If the roll is successful, the thief sets the trap off, causing it to fail/jam/whatever. The Clod NEVER takes damage from the trap if his roll is successful. Other party members need by no means get off this easily. If they happen to be standing in the wrong place when the trap is set off, too bad for them. This skill applies both for mechanical and magical traps.
Failure sets the trap off automatically; and, if the thief CAN be affected by it, he automatically is. The Clod gets a + 1 to this roll for every two levels in Clod he possesses.

Tough skin: the Clods repeated fights cause his skin to callous, giving him a natural armor bonus.

Damage Reduction: The Clod gains the ability to shake off damage similar to a Barbarian.

Resist Death: At 6th-level, A Clod becomes even more resistant to suffering and injury. As such, if a failed massive damage save or a missed fortitude saving throw would result in the Survivor's death, he is instead reduced to - 1 hit-point.

To Dumb to Care: At 10th level - extreme cold and heat does not bother a Clod.
He gains a permanent endure elements effect.

New Abilities.

Move unstoppably: (Ex)

As was mentioned earlier, nearly every member of this kit is large and overweight. These thieves possess an uncanny skill to barge through obstacles with little or no harm to themselves. This skill is usually invoked either (1) while frantically making for the exit or (2) while mindlessly trying to get hold of something interesting. If used successfully, intervening objects/beings will be knocked over, spilled, scattered, stomped on, jostled, busted through or otherwise disturbed in the most chaotic, noisy way possible.
The Clod gets a + 1 to this roll for every level in Clod he posses And adds his CMB.
There are Five basic types of obstacle the Clod needs to worry about:
(1) "Huh? Did I hit something?" A single chair. A shorter humanoid. Something minor like that. CMB check.
Small objects DC 10
Small creatures Opposed CM rolls.
(2) "Oooff!"
A dining room set. A bunch or barrels.
A short picket fence. A thick hedge. DC 15
A few people gossiping in a group. Average CM.
A single much bigger humanoid. Opposed CM rolls

(3) "Oww!" A plaster wall. 20
A big wooden fence.
A small group of guardsmen Average CM.

(4) "...."
A Badly made thin Brick wall. 25
A web spell. Spell DC
A battle sqaud of Orcs. Average CM
A big big monster. Opposed CM rolls
A Door or Portcullis Break DC.

5. Insane.
A Blade Barrier spell. 60
A wall of Ice. 60

It is Impossible for the Clod to run through things like walls of stone
or Iron.

The Clod moves at full normal movement through the area for up to a round or until the DM deems that he must stop or roll again. If the Clod attempts to Move Unstoppably through one or more armed entities, that's OK. If he succeeds, the victims must each make reflex saves Vrs the Clods roll or be knocked prone.
If he fails, each of the intended victims get an attack of opportunity as he moves by.
If he fails by more that 5 his progress is halted and provokes AoO.
If he fails by more than 10 he is knocked prone himself and provokes AoO

If he fails to move through an object he is knocked prone or subjected to whatever it was ( ie - Web ). With possible Damage (ie - Blade Barrier. )

Thump! :

Clods gain the ability to "thump" a surprised, sleeping or helpless opponent on the head. The thief may use any proficient blunt weapon. If the victim is wearing armor, s/he is assumed to be wearing a helmet unless there is some reason to think otherwise. A "thump" will only be the special shot to the head if the opponent is surprised.
AC is the Flat footed, or Helpless AC of the Defender,
Plus all normal bonuses for attacking from behind, etc., if applicable.
A successful hit does normal damage Plus an extra 1d6 Non lethal damage at every odd Clod level.
The Thump DC Fort save to save vrs the special effects is 10 Plus half Clod level
plus Str Modifier.
LEVEL SPECIAL EFFECT.
At levels 1-4: Target is staggered for 1 - 3 rounds.
At levels 5-8: Target is dazed for 1-3 rounds.
At levels 9-12: Target is Stunned for 1-3 rounds.
At levels 13-16: Target is Knocked unconscious for 1-3 rounds.
At levels 17-20 Target is knocked unconscious for 1-6 rounds.
At levels 20 + Target is bashed into negative Non lethal HP equal to his Constitution.

Bonus Feats are Chosen From this List and the list of New Feats.

Improved unarmed strike, Catch off guard, Die hard, Throw anything, Toughness,Improvised weapon mastery, Intimidating prowess.

New Feats.
Careful : Your character has through hard knocks learned to become particularly careful when around deadly or potentially dangerous devices, which includes traps designed for various effects. Benefits: Your character receives a +3 bonus to all his Reflex saves against all types traps and as well as a +3 dodge bonus to his AC against all types of traps. As well as this, your character is also granted a +3 bonus to all perception checks to discover any traps.

GUTS
You have a bad habit of doing things that ought to get you killed, and an odd knack for surviving them.
Benefit: Whenever you intentionally stake your life–or something equally valuable–on a particular die roll, you gain a +8 bonus to the roll. Only truly daredevil risks, such as a jump check to clear a thousand-foot-deep crevice, or your saving throw when you manipulate a wizard into wasting his fireball spell against you while your companions linger safely out of range, receive the benefit of this feat. Furthermore, you must willfully subject yourself to the risk; the fact that someone slipped lethal poison into your drink or decided to blast you with a cone of cold in open combat doesn’t require any guts on your part.

Lucky. - Charcter gets +1 to all saves.

STONE THROWER
Just as a monk can slay with his fists your skill turns a common stone into a dangerous missile
Benefit: You treat normal stones between 1 and 5 pounds as a simple ranged weapon. A typical stone deals 1d6 damage, has a threat range of 20/x2, and has a range increment of 20. A poor stone has the same stats but deals only 1D4 damage.You may take all the usual weapon feats using stone as a weapon of choice

FORTUNE
You have unusually good luck
Benefit: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it’s worse than the original roll.

Other feats may be added to this list by the DM.

End.


I really like it .
I have taken it for use in my game.
I think it looks great.
Check out my new class.
The Clod.


It looks really nasty but in reality the player/monster only gets to roll on the chart if his critical confirms.

Then he rolls the D20.
If he gets a 20 on the d20 he uses the Special chart.
Thats where the really brutal stuff is.
So that is a very small chance.
Lets say the weapon crits on a 20 and confirms on a 10 or up
It would go Natural 20
then 10 + then Natural 20 to get to roll on the brutal chart.


Yes it is.
The DM would have to adapt on the fly to fighing things wih tails and wings or blobs etc.


Some people love these charts
some Hate them.

Heres my latest compiltaton. Feel free to use it, ask questions or rant at it.

CONFIRMED CRITICAL CHART
Compiled by Murkmoldiev.
.
A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll and the Special chart roll.
D20 Roll.
1-5 Power of the blow knocks opponent prone and back 5 ft.
6-10 Power of the blow causes opponent to fumble.
11-12. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1-6 rounds . Momement halved due to limping until healing recieved.

13-14 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

15-16 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

17 Hard hit 20% extra damage on final damage count.
18 Powerful Hit 40 % extra damage on final damage count
19 Brutal Hit 50 % extra Damage on final damage count.
20 Roll on the Special Chart.
SPECIAL CHART !
( Armor ) means no special effects - but armor is damaged. Every attack on this chart inflicts an extra multiple ( or more if noted) on the damage.

1. Your blow destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 3d6 damage per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious. Shield protects Left arm if one is worn.

2. Your blow destroys your opponent’s arm at the elbow and blood gushes at the rate of 4d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 24 each round or fall unconsious.Shield protects Left arm if one is worn.

3. Your blow destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 5d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 28 each round or fall unconsious.Shield protects Left arm if one is worn

4. Your blow destroys foot at the ankle blood gushes from the stump wound at 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save
DC 20 each round or fall unconscious.

5. Your blow removes foes leg at the knee. Blood gushes from the stump wound at 4d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 24 each round or fall unconscious.

6. Your blow destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 5d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 28 each round or fall unconscious.

7. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are stunned for 1-3 rounds. dropping anything held.

8. Your strike smashes foes nose stunning him for 1- 3 rounds, causing them to fall to the ground and drop any hand held items. Full helm protects against this.

9. Your blow strikes foes forehead foe drops to the ground stunned for 1-3 rounds and unconscious if a Fort save DC 20 is failed. Helmet protects against this.

10. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this.

11. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconsious. Full helm protects against this.

12. Eye removed- stunned for one round - blinded in one eye. Visored hem protects.

13. Ear removed - Stunned for one round -deafened in one ear Helm protects.
14 Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects.

15. Massive Chest Chop Foe exhausted and stunned one round - Shield protects.
16. Throat slash - no speech Bleeding 1d6 hp round Gorget protects
17. Throat cut - Two extra multiples. Bleeding 2d6 hp round.

18. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round.

19.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples.

20 SUPER DOOPER HIT.
Roll 1d6.

1. Your blow divides foe in half, death is instantaneous
2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds.
3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once.
4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.
5. Your blow caves foes head in. Foe silently slumps.
6. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flys off near enough.


I just read all these posts instead of working on my campaign.

It made me feel right for being an older and grognardy anti MMORPG gamer
but in reading it all I got nothing acomplished that an old school dood with a big game to run on Saturday should be doing.

Oh the Irony.

I should have just spent the time playing Nethack.

And Whats worse... Im still gunna follow this thread...

oh and ... So understand
Dont waste your time always
Searching for those wasted years
Face up... make your stand
And realise youre living in the golden years


Thankyou.
Once again I am healed by the widom of intellectual Giants.

My game is now Fixed.


WOW. really...

And what about the haste and the weapon of speed?


I think there was some rule in 3.5 that a character could get only a maxiumum of 5 attacks...
Then I see the Monk Flurry where he can get up to 7 !
6 at 15th level !

Now with he Ki he can get another.
With a weapon of speed he can get another ...
can he get another if hasted?

thats 10 attacks at 20th or even just 7 at 10th !!
What DM wants his players getting 7 attacks at 10th level??

This seems crazy . With the same Base attack as a fighter he is going to be the most insane killing machine ever at higher levels.
Is this the real deal in PF or have i missed something ?
Please help.


What is love
Oh baby, don't hurt me
Don't hurt me no more
Oh, baby don't hurt me
Don't hurt me no more

What is love
Yeah


Has anyone got the above mentioned Email yet?
Is it fixed?

It seems really laggy and slow to scroll - and my computer kind of poops itself when I scroll about, load the PDF up or shut it down...

Is this because my laptop isnt superpowerd?


Post exclaiming the discovery of this thread and a tirade of chiding on how infantile it is and upbraiding of people using the premise that they must have no lives, to be bothered with this at all...

Realisation of the irony of the above chiding... three seconds after post is submitted ... Followed by alone ashamedness.


Use this till it arrives...

FUMBLE CHART
Once a one has been rolled the rollees turn ends and they get no further actions this round.
If a roll calls for a magic weapon to be damaged roll here instead...
D20 roll + luck bonus and + of weapon with a + for each ability.
Natural 1 - Explodes in a ball of magic all in 15 ft take 1-6 D6 from magic force damage and bits and are knocked prone no save.
2 Explodes with a loud pop, Wielder takes 1- 6 damage from magic force damage and bits and is knocked prone no save.
3 Breaks in half with the sound of shattering glass and the smell of green smoke.
4-6 Becomes Damaged.- gets broken conditon- any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
7 Gets bent slightly - 1 to damage
8 Gets a nick. -1 to hit.
9 + no effect.

1 Crit self . roll a confirmed cirt.
2 yield 10ft or suffer free attack.
3 You fail to anticipate your opponent’s manoeuvres and you step into your opponents trap. You provoke an attack of opportunity from any opponents that threaten you.
4 chaos in combat! cause nearest ally to change places with opponent .
5 Your opponent effortlessly circles around your attack and is flanking you at the begining of the next round.
6 deflect enemy attack with personal gear; random item totally destroyed.
7 You swing wildly at your enemy but your opponent swiftly turns away from your attack leaving you unsure -4 to next attack.
8 You have grit in your eye. Bloody irritating. You are at -2 to hit for 1d4 rounds.
9 You slip, fall prone and knock your head hard. You are stunned for 1-3 rounds.
10 hit by flying bits for 1d 3 damage
11 Suffer hic-ups: +/- d3 on each swing until end of combat (odd-neg)
12 enemy slobber lands in eye; blind next round
13 A sudden burst of adrenaline causes you to miss and wee your pants a little.
14 hesitate; make only a free action next round.
15 stumble; force opponent back 10ft (does not provoke AoO from or to YOU)
16 Weapon flies from grasp and lands behind opponent.17 footwear malfunctions sole of shoe rips out, trip & fall prone.
18 your near miss of friend causes nearest ally to freeze in terror 1 round ( keeps AC, no actions )
19 Weapon breaks off at hilt.
20 you cause massive chaos forcing all adjacent combatants to fumble
21 Fling weapon random direction and speed / distance.
22 Mistep hurt foot twisting ankle, movement 1/2 until healed (odd-left)
23 stumble back 5 ft but recover - provoke AoO
24 Open self to widely an Attack of Opportunity from all applicable foes
25 sneeze: -3 to AC for next round
26 force ally to yield ground (10 ft) or roll to hit ally (ally open to AoO if moves )
27 Totally smash weapon into tiny bits
28 sweat in eyes blind next round
29 knock heads with opponent; both stunned 1 round
30 armor binds and jammed and busts -2 to AC until repaired / clothing tangles and rips
31 suffer seizure; Twitch for 1 round - counts as flatfooted.
32 trousers fall/robes tangle/armor slides; no movement beyond 5 ft till fixed.
33 armor busts - gains Broken condition.
34 weapon badly damaged - gains Broken condition
35 bad follow-through; Move 5ft to right or left accepting any Attacks of Opportunity
36 itch; spend next round scratching (-2 to AC)
37 Bump into friend cause nearest ally to fumble
38 sneeze: phlegm hits opponent in eye; foe blinded one round.
39 lose wind; fatigued until 1 minute of rest
40 distraction; must defend for next round.
41 weapon lodged in random object: roll STR DC 10 + 1d20 to recover
42 chaos in combat; you and all beings in your threatened area roll fumbles
43 Roll opposed Bluff or Intimidate to keep opponent from taking free attack.
44 Gore gets in eyes; blind for 1 - 3 rounds
45 no opening found; lose attack next round trying.
46 fall; hurt wrist 1d4 damage and hand useless until healed (odd-left) Prone.
47 hit friends Weapon smashing it to Flinders
48 enemy assault causes you to withdraw 10ft (provokes a max of one AoO)
49 hit friend roll dam; have him roll fumble and lose all attacks this round
50 confusion during melee causes you & opponent to switch places
51 Dazed by a dazzling display. Dazed next round.
52 Stumble over face first prone.
53 lose grip on weapon - flies free d12 direction 1 d20 ft.
54 dropped your guard--doh!; enemy gets free Attack of Opportunity
55 Break off top 1/4 of weapon.
56 trip and fall whacking head : stunned 1-3 rounds
57 hit friend totally destroying a random item.58 stumble into opponent both go down prone.
59 out of breath: -3 to all actions until 1 round of rest
60 get into a clinch with opponent - start next turn in a grapple.
61 hesitate: Limited to 5ft move next turn and nothing else.
62 bite tongue: no speech and no action but defending.
63 bad grip causes you to suffer - 4 to hit until one round spent regripping
64 Break weapon in half.
65 slip and drop defenses: 1 opponent gets 1 free attack .
66 bump into friend, cause ally lose next attack
67 weapon damaged gains broken condition.
68 hit self for 1- 100 % of max damage
69 massive fumble disrupts combat; re-roll initiative & start new round
70 Throw weapon hard and far
71 lose grip; drop weapon near
72Sudden feeling of impending doom - 6 to all rolls for next 3 rounds.
73 weapon slightly damaged. -1 to hit/damage until repaired
74 break weapon handle in half.
75 worst move in ages:-4 to attack rolls for next round.
76 bad miss;- weapon tip breaks off.
77 Loge weapon in floor or object. Minutes of work to remove.
78 lose grip weapon flies up and digs in ceiling or if no ceiling look out !
79 disarmed; opponent can recover weapon if desired! (doesn’t provoke AoO)
80 hit friend; damage armor/clothing. -1d3 to AC;
81 bad follow-through; swing leaves you Flat footed one round.
82 Break weapon off at hilt.
83 stumble 10ft d12 for random direction, cause all you collide with to fumble (doesn’t provoke AoO)
84 weapon tangled with opponent: No attack for either of you next round.
85 weapon knocked away: d12 for direction, d10 distance in feet
86 Freeze in place - all enemies in range get AoO
87 your weapon collides with enemies both shatter.
88 weapon breaks in half vertically.
89 hit self: half damage
90 hit self: normal damage
91 hit self normal critical
92 Hit self Confirmed critical.
93 hit friend: half damage
94 hit friend: normal damage
95 hit friend - normal Critical
96 hit friend confirmed critical
96 Fling weapon at enemy
97 Fling weapon at friend98 weapon explodes into tiny fragments blinding all in 10 ft for one round.
99 roll 1d3+1 times and suffer
100 Chosen of the Gods Roll 3 confirmed criticals on up to 3 targets of your choice.


Great suggestions guys ! All help is appreciated !

What happened with the chosen?


If you Google " palace of the silver princess conversion " you can get a look at how some one did it....

Theres this on the site

Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at: (http://www.wizards.com/d20/conversionpolicy.asp).

Let me know if you do The Forgotten Temple of Tharizdun .


Um... thats kind of it really...


That is rad...
can you email al your hard work to me?


Remember massive encounter charts listed by terrain?
The Mother of all Encounter tables is good but that is the only 3.5 one I know of, is there any others?

Does anyone remember the AD&D MM2 ? At the back there were list of every monster by terrain and rarity... as well as instructions on how to put them together to make your own charts.

Is there as list of all the monsters like this by rarity and terrain anywhere ?

How do you DMs usually get your charts?

Does anyone remember the old Monsters by Dungeon Level charts?

What were they in?


Only because of its rad Binder system and its easy to color pictures.

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