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Sovereign Dragon

Paladin of Baha-who?'s page

RPG Superstar 2015 Star Voter. Pathfinder Society Member. 2,594 posts (8,713 including aliases). 1 review. 1 list. No wishlists. 10 Pathfinder Society characters. 16 aliases.


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You try figuring out the Herolab scripting language and coding the rules in yourself. These are good prices!


2 people marked this as a favorite.
Celestial Healer wrote:
HE SAID YES!!!

Not knowing the context, I can hardly imagine a circumstance where this wouldn't merit a congratulations.

So, congratulations!


4 people marked this as a favorite.

Are they happy little trees?


If there's time to purchase equipment, pregens can sell and buy equipment. If there's time to prepare spells, pregens can prepare new spells, with the caveat, from what I've heard, that the pregens are considered to have prepared the spells listed on their sheets that day, and so a new day has to dawn in order to prepare again, along with making any other choices that one makes when preparing spells, e.g. wandering spirits for shamans. (Why Kyra drank a potion of stupid-making that day and prepared cure spells instead of just spontaneously casting them, no idea. Maybe Merisiel kept her up too late the previous night. If I ever play a Kyra pregen in the same game as a Meri pregen that'll totally be my story.) Everything else is fixed, except of course level 1 pregens can be used as the basis for a different character.


Druids after level 6 can become a tiny animal a few times per day. Can be very effective with a dex-focused build, such with an agile amulet of mighty fists.


There's a Play-by-post 'Gameday' coming up, in which GMs will be posting lots of games openly on the paizo forums (possibly other locations as well), starting in september. See here and here.

In addition, if you play APs or the new, 64-page modules with local friends, the sanctioned portions of those can be applied in 'campaign mode' to PFS characters. This lets you play normally without PFS rules.

You can also play PFS scenarios yourself, as your private games, if you are willing to use PFS rules for those scenarios. I don't know if you ever get to game away from conventions, but it is an option.


Play a halfling, gnome, or wayang.


Sooo... where's the form to submit to be a GM?


Unless it ends with a +X where X is an integer, and the other +Y you want to upgrade it to is listed in a legal source, you can't. So, bracers of armor +2 can be upgraded to bracers of armor +3. But Lesser Bracers of Archery cannot be upgraded to Greater bracers of archery.


I wasn't aware this was a legal source, but apparently it is.


I've seen a player play an occultist, and it was pretty damn awesome, he got to be the heavy striker and the guy who knew everything about every single cool item we picked up. Kind of Indiana Jones with a big f$%%ing axe.


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Calculators at the table help a lot, even if you have no problems with math.


Both will be highly effective. You'll critical more often with the rapier, and your crits will do more damage, making it more likely you'll put a foe down in one strike, with a falcata. With the falcata you'll want to focus on ways to boost static damage, with things like power attack, weapon specialization and so forth. I might even consider a few levels in Rondolero Duelist.

Bottom line is, falcata are badass and you should use one if you want. You will not be handicapping yourself. Rapier may be slightly more damage on average, but it's not a huge difference, and if you like falcatas better then use one. If you like rapiers better then use one of those.


Barbarian gives you fast movement too, unless you're trading that away with an archetype. Clerics with the Travel domain get faster speed as well.


Skull and Shackles would work very well with a party of bards, as long as they are a little varied in how they work. For instance, an archeologist bard, an arcane healer, an arcane duelist, and a magician bard would be a very effective combination. Such a combination would have difficulty with condition removal, so it would be wise to take Sandara Quinn as a cohort at the earliest opportunity.


If you are talking about an animal, it's reasonable to say that one may need to use handle animal to induce the animal to attack, without the clause in Summon Monster that specifically says it attacks.

However, intelligent devils, angels, archons, etc. can be spoken to if you know their language, and often they have truespeech or telepathy or speak common. Given that the mount spell says the summoned creature serves willingly, that would imply that if you tell it to do something that it can understand, it will do that thing if it can.

If you used speak with animals to talk to a summoned horse and asked it to do something that it wasn't trained to do but was capable of doing, it would probably do it. You might still have to use handle animal if it was something it didn't want to do, like attack something scary.


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The level 2 ability only mentions Cleave, not Great Cleave which is a separate action with a -2 penalty described in its rules.


Where in the rules is "effective spell level" defined in a way that doesn't make it a synonym of "actual spell level"?

This combo appears to work. It seems not to be intended, and certainly should be restricted from PFS.


Thanks, you're not half bad yourself. ;)


Ulstarr Copperblood:
Ulstarr Copperblood
Dwarf bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will -1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee chakram +3 (1d8+3) or
. . dwarven boulder helmet +4 (1d4+3) or
. . dwarven waraxe +4 (1d10+4/×3)
Special Attacks bloodrage (6 rounds/day), claws, hatred
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 15, Int 10, Wis 9, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Traits artifact hunter, friend in every town
Skills Diplomacy +6, Knowledge (arcana) +4, Perception +3, Use Magic Device +6; Racial Modifiers craftsman
Languages Common, Dwarven
SQ fast movement, mountaineer, rock stepper
Other Gear four-mirror, chakram (6), dwarven boulder helmet, dwarven waraxe, backpack, belt pouch, blanket, flint and steel, soap, trail rations (5), waterskin, 40 gp, 9 sp
--------------------
Special Abilities
--------------------
Artifact Hunter (Use Magic Device) +1 bonus to Spellcraft to ID magic item properties. % chance to ID artifact.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Ulstarr is a native of Janderhoff, but left home at a young age to become an apprentice of the Pathfinder Society. He has always been fascinated by magical artifacts and treasures, a trait his father shared, and attributed to the long-ago mingling of their lineage with a copper dragon. He trained hard with the Master of Blades, who found him to be a strong, reliable guardian, but with a fierce temper that made it impossible for the Master of Spells to teach him spellcasting. Finally, they sent him back to Janderhoff to assist the Venture Captain there.

Loves: Magic items, hidden treasures, and discovering secrets. He also loves music and dancing, and he's better than average at it, having learned a few things at the Grand Lodge in Absalom.

Hates: Being made fun of. The reason he left home, that was hushed up by his family, was the way he brutally mauled a fellow student at his school when the lad tormented him until he broke into a rage, growing claws and leaving the other badly hurt. Also hates bugs, most especially spiders. They give him the willies. Doesn't stop him from squishing them when he finds them, but he has a tough time going to sleep afterwards.

His long-term goals: He doesn't know if he's cut out to be a Pathfinder, and perhaps there's a more heroic, or profitable, opportunity out there for him. His father was an adventurer who brought home a treasure that catapulted his family from tradesfolk to rubbing elbows with the nobility. Maybe the son can follow in the father's footsteps?

Mechanical plans: with the recent FAQ that Dragon Disciple advances the Draconic bloodrager bloodline, I want to explore this further and make a straight Bloodrager / DD as far as the adventure lets me go.


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The Fox wrote:
That is such a long and awkward title.

I think the main thing that makes it feel awkward is the words "Guild Guide" right next to each other. If it were "Guide to the Pathfinder Roleplaying Guild" it'd be better.


I'll have mine up later today.


That's more of a fighter with a magus dip, albeit a big one.


John, thanks for this update. Although none of my actively playing characters were directly impacted by this, I've had to significantly revise one I've been building with AP campaign mode credit, and I would not have enjoyed having to deal with its underpinnings being cut out from under it.


FLite wrote:

My browser keeps eating this post...

Paladin of Baha-who? wrote:
FLite wrote:


Bladed scarf is a two handed weapon. it was never eligible for slashing grace. The ability to use a two handed weapon one handed does not make it a one handed weapon.

Bastard sword FAQ:

Quote:
An unusual case of the handedness rule is an ability that allows you to treat a two-handed weapon as a one-handed weapon. For example, the titan mauler's jotungrip (which allows you to wield a two-handed weapon with one hand) allows you to wield a bastard sword in one hand even without the Exotic Weapon Proficiency, and (as the ability states) treats it as a one-handed weapon, therefore it is treated as a one-handed weapon for other effects.
Although again we should be careful not to overgeneralize, this FAQ does appear to indicate that if an ability allows one to treat a weapon as a one-handed weapon, it is treated as a one-handed weapon for other effects, which would include feats. A Swashbuckler/Titan Mauler could use a Bastard Sword in one hand and qualify for Slashing grace without the EWP.
jotungrip wrote:
At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. This ability replaces uncanny dodge.

That line is missing from kapenia dancer.

Now, if that line is meant to be implicit anytime that a weapon is allowed to be used one handed, that would imply I could take Slashing Grace (Fauchard) and it would function as long as my size medium fighter wielded a size small fauchard.

I would argue that the designers anticipated that possibility -- well, not that exact possibility, but shenanigans with inappropriately sized weapons -- and that is why the weapon finesse feat (which swashbuckler finesse references and therefore has the same restriction) requires that the weapon be properly sized for the wielder.


The only reason the FAQ of slashing grace would apply to dervish dance is if the two feats used the same wording. They do not. Dervish dance disallows carrying a weapon or shield in your offhand. Slashing grace disallows the offhand being occupied in any way, including, explicitly in the FAQ, spell combat, but not a buckler. Spell combat works in a similar way to TWF, but it is NOT TWF and a spell being cast is NOT a weapon or a shield being carried.


GM discretion on how much bonus to award. Typically a +2 bonus for a good RP, a +3 or +4 for extraordinary. Up to you to decide how good this is.


FLite wrote:

First off, I totally support your call for a rebuild.

That said.

The Fox wrote:


When I was helping another local player build his Dex-based Kapenia Dancer magus, we weren't looking for loopholes. It seemed reasonable that a magus should be able to use Slashing Grace with spell combat.
Bladed scarf is a two handed weapon. it was never eligible for slashing grace. The ability to use a two handed weapon one handed does not make it a one handed weapon.

Bastard sword FAQ:

Quote:
An unusual case of the handedness rule is an ability that allows you to treat a two-handed weapon as a one-handed weapon. For example, the titan mauler's jotungrip (which allows you to wield a two-handed weapon with one hand) allows you to wield a bastard sword in one hand even without the Exotic Weapon Proficiency, and (as the ability states) treats it as a one-handed weapon, therefore it is treated as a one-handed weapon for other effects.

Although again we should be careful not to overgeneralize, this FAQ does appear to indicate that if an ability allows one to treat a weapon as a one-handed weapon, it is treated as a one-handed weapon for other effects, which would include feats. A Swashbuckler/Titan Mauler could use a Bastard Sword in one hand and qualify for Slashing grace without the EWP.


Any possibility you'd allow the pre-errata slashing grace so a dwarf magus could use a battleaxe?

Edit: Actually, nevermind, I want to do a Draconic bloodrager going for Dragon Disciple.


LazarX wrote:
Cyrad wrote:
Slashing Grace no longer working with spell combat was a massive kick to the knee. Now we can't have a little variety with our Dex magi.
All it did was encourage more of the same weapon finesse shocking grasp dex based build. That's hardly variety.

Whip Magus who could trip and disarm and deliver debuff spells from 15 feet away. (Yes, they still can, but now they have very little opportunity to deal damage as well, meaning when their spells are used up, that ends the adventuring day.)

Kapenia dancer.

Aldori swordlord magi who focused on being a duelist with a bit of magic.

Spellcasting Samurai with Katana.

Hell, I've seen dwarf Magi with battleaxes since then, using a swashbuckler dip.

All of these things were made much more viable with the slashing grace option, even without extending it to light weapons.

Not to mention the two-weapon-fighting red mantis assassins and so forth, although those aren't magi.

Now we're going to get a whole lot of scimitar dervish dancers, or rapier fencing grace. That certainly doesn't EXPAND variety.


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Sebastian Hirsch wrote:
Sarvei taeno wrote:
honestly they have made severe changes in the past and never allowed full rebuilds. look at the crane style revisions those weren't even corrections those were completely reworded and nerfed. yet they did not allow monks to retrain those feats for free why would it change now? honestly whe people make builds they generally tend to read between the lines and find loop hoes. all they did was close the loop holes that they never intended to be there.

Under the new rule, they actually could retrain those crane style feats ^^

And to be blunt, some options like slashing grace were pretty clear.

How was it clear before the errata that you couldn't use it with spell combat? That makes no sense.


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Michael Hallet wrote:
Paladin of Baha-who? wrote:
Carry. The FAQ says what it says and does not say what it does not say. Making dervish dance not work with spell combat would invalidate almost every single magus in PFS, including characters that have been played for years. It would require another FAQ or eratta, and I do not expect to see it. Any PFS GM who tries to disallow a dervish dancing magus based on this FAQ should expect a fight.
And changing Slashing Grace didn't invalidate magi in PFS? Oh, it did.

It did, but it's a much more recently published rule (less than a year old) whereas Dervish Dance was published in 2011 and has been extensively used since then.

Quote:
Why would FAQs not set precedence like any other ruling? Having 2 different rules items with similar wording work 2 different ways because one source gets more attention from the PTD makes zero sense.

They set precedence on what they explicitly say. They don't set precedence by analogy. This FAQ determines that "bucklers work because they don't occupy the hand", for example. It says that SG doesn't work with spell combat, but it doesn't say it does because it works like two-weapon fighting. Instead, two-weapon fighting and spell combat are called out as two distinct situations where the hand is occupied and it doesn't work for that reason.

Unfortunately, the PDT seems to have gone back to working with metaphorical hands, rather than literal hands, since TWF with armor spikes presumably doesn't work, as well as spell combat with no somatic gestures, which wouldn't actually use a hand for anything. Why you can't bite while being graceful and slashing is not clear either. So this falls into about the same clarity and usefulness as the TWF/armor spikes FAQ, and I expect it to cause about the same amount of confusion, like people arguing that you can't cast a spell and then two-hand a weapon (without using spell combat) because the hand is 'occupied', much like people have argued that kicking someone causes your buckler to stop protecting you.


Actually, there's a possibility that given that a buckler is identified as not being carried in the other hand, it might be OK with dervish dance. I don't agree, but the reasoning people are making with disallowing spell combat with dervish dance would also apply to bucklers, as the Slashing Grace FAQ clarifies that a buckler is not carried in the hand. (I don't extrapolate from one FAQ to another, and the PDT has said in the past that you shouldn't. But people still do.)

That said, I don't expect them to FAQ this; it's in a setting book, not one of the RPG line books. Also, it would invalidate untold numbers of long-established characters.


So the tails are like cutie marks?


Ok, granted, magi with significant dips in other classes can work. However, they are VERY different characters from the single-class slashing grace magus pre-errata. A person may not be interested in playing that kind of character, as opposed to an agile swordfighter who used magic.

Classes with 4 levels of casting ate balanced around that. Magi are not.

BigNorseWolf wrote:
Paladin of Baha who? wrote:
FAQs mean what they say and ONLY what they say. This FAQ does not have any relevance on any feat other than slashing grace. The design team has always operated on that assumption. Don't try to make precedent based on analogies.

Like it or not, it answers the ambiguous questions of "is a buckler in your off hand" and "is a spell in your other hand a weapon". Those answers are going to be hard to compartmentalize into just this one feat.

It answers the first, but the errata'd slashing grace uses the word "occupied". What this FAQ does is indicate that spell casting occupies your free hand. If it were the touch spell acting as a weapon that mattered, then slashing grace would work with a spell that didn't involve an attack roll, such as true strike or Shield.


Carry. The FAQ says what it says and does not say what it does not say. Making dervish dance not work with spell combat would invalidate almost every single magus in PFS, including characters that have been played for years. It would require another FAQ or eratta, and I do not expect to see it. Any PFS GM who tries to disallow a dervish dancing magus based on this FAQ should expect a fight.


sunshadow21 wrote:
Tormsskull wrote:
But, when you want to say that the religion of the area is anti-gay, that religion (or more specifically, the deity) is of a good alignment, and the deity doesn't punish his/her clerics for allowing the anti-gay activities, then you've lost me.

A lawful good god that focuses on tradition and society rather the individual, someone like Moradin, could absolutely be played that way. Wouldn't have to be the only way, but I could definitely see a lot more resistance to any of movements that have shaken up society in the last several decades from that church without at all challenging their claim to being good. Just because they don't focus on specific concerns on the individual level doesn't make them not good.

One big, big, big problem I have with equating not supporting those causes with not being good is that good can be interpreted in different ways. Our current society is definitely in chaotic good category, focusing on individual freedom and liberty in the immediate here and now rather than a focus on long term success of the family or society as a whole, so that colors our perceptions of what qualifies as good heavily, but it doesn't remove the validity of of the other interpretations out there.

Well, there's tradition, and then there's persecution. I can see a good deity saying that family and children and fertility and reproduction are the most important thing, so gay people should marry the opposite sex and have kids even if their hearts aren't in it, because of the importance of keeping society going with lots of children and maintaining the family line. But I can't see a good deity allowing gay people to be imprisoned, or tortured, or burned at the stake, because of who they love. It's just not possible. I also can't see a good deity allowing this of nearly anyone, for that matter.


Totes McScrotes wrote:
Nefreet wrote:
Mark Seifter wrote:
BigNorseWolf wrote:

Oh nice...

Since a buckler isn't occupying a hand, dervish dancers can get in on that too.

I believe that dervish dance has specific wording against all shields, which Slashing Grace does not. In any case, this FAQ does not apply to Dervish Dance or any other abilities or alter them in any way from the way they have worked.

=\

Can a Magus still benefit from Dervish Dance during Spell Combat?

The way the FAQ reads, it appears not.

Consensus points to no, the off-hand is considered occupied by the spell effect.

FAQs mean what they say and ONLY what they say. This FAQ does not have any relevance on any feat other than slashing grace. The design team has always operated on that assumption. Don't try to make precedent based on analogies.

Quote:
Paladin of Baha-who? wrote:
Dervish dance remains the most effective way to get Dex to Damage for a Magus, although Fencing grace isn't too bad, with either a human, a Kensai magus, or someone willing to dip swashbuckler or fighter. Either way Dex to damage is available as early as 3rd level without inordinate dipping.
If you planned on dipping anyway, 3 levels of Unchained Rogue wouldn't kill you.

Really? You think taking 3 levels of Rogue is going to make for a viable Magus, when you only have 11 effective levels to work with in PFS? How does having 2nd level spells at 7th level work?


FAQs mean what they say and are not general principles. Unless a specific FAQ says that bloodragers bloodlines count as sorceror bloodlines for items, it won't work.

That said, I'm still looking forward to this immensely. Might make a bloodrager real soon.


Awright! Now for some serious draconic beat-stick options!

The bloodrager I wanted to play the most was a draconic, but I wanted this to be clarified first.


Dervish dance remains the most effective way to get Dex to Damage for a Magus, although Fencing grace isn't too bad, with either a human, a Kensai magus, or someone willing to dip swashbuckler or fighter. Either way Dex to damage is available as early as 3rd level without inordinate dipping.


Well, we're going to see a lot of Magi retraining to use dervish dance instead. So, instead of variety and fun, if you want to cast spells and hit things with a sword at the same time, you HAVE to use one particular weapon in one particular style. Variety, fun, difference; all bad. Magi are not allowed to use anything other than rapiers or scimitars, or else get killed because they have an AC of 16 at 5th level.


Don't suppose there's room for a "tallest dwarf in the world" i.e. a human orphan raised by dwarves, ala Captain Carrot from Terry Pratchett's Discworld novels? I'd take the Racial Heritage (Dwarf) feat at first level or the Adoptive Parentage alternate racial trait (replaces human bonus feat with adoptive language and weapon familiarity). I'd be doing it mostly for humor, honestly.


I really like the Azata, and if you play PFS, you can only have the dragon if you get a particular chronicle. Both are really fun though. Both can talk, so you get to play two characters in some ways.


For those considering this archetype, make sure you do not dump charisma. With the recently released errata, Consume Spells and Consume Magic Items are now limited to a number of times per day equal to the charisma modifier. This can start to become very limiting at higher levels. Starting with at least a 14 in charisma seems to be the minimum now, allowing you to get a +2 item later for 3 consume spells and 3 consume items per day. You may find it very hard to get enough arcane reservoir points to use your summons at higher levels if you do not do this.


If you complete the full AP of either Rise of the Runelords or Shattered Star, you could see perhaps one or more of the PCs trying to adapt the sources of power the runelords used to become as powerful themselves, particularly if in Shattered star:

Spoiler:
In the Curse of the Lady's Light, a PC falls victim to the 'body swap' trap that puts them into Runelord Shorsen's body.


Wait until Occult Adventures is out and the answer will almost certainly come then.


Or 1 + CHA mod, even. This is pretty rough. I had to dump strength AND wisdom on my occultist and reduce a 20 int to 19 in order to get CHA to 14. And that only gives me 2, as opposed to 1 if I stayed with 7.

If it has to be that limited, maybe the amount of points we get when consuming spells and items should increase, or we can get max points at the beginning of the day.


andreww wrote:
Deighton Thrane wrote:
So I'm going to spend 36k (or likely more) GPs to effectively use a class feature, or just tank cha and forget about it.

Its going to be a lot more than that since you should almost certainly prioritise your headband over it. +2/2 Headband costs an extra 6000gp, a 4/4 one an extra 24000gp and a 6/6 one an extra 54000gp. Saving for the second stat will also seriously slow down getting the higher Int bonus.

Really all this does is push arcanists into using charisma even less as the stat point cost in getting it to a useful level isn't really worth it at all.

I plan on retraining out of Occultist and just using pool for dimensional sliding or DC boosts.

Ioun stones provide a boost separate from the headband. It's more expensive to begin with, but doesn't increase the cost of future headband upgrades.


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Only if occupied means 'busy' instead of 'full'. I'll cross my finger for the latter.

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