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Goblin Squad Member. RPG Superstar 2013 Star Voter, 2014 Star Voter. Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 144 posts. No reviews. No lists. No wishlists. 17 Pathfinder Society characters.


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Osirion ***

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Excellent work Joanna. I'm so glad I got to be at the final table for your fifth star. It has been great fun being at your tables.

Osirion ***

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

While I know that animals normally are unable to use manufactured weapons, what if:

1. Animal Companion is the recipient of Monstrous Physique to become humanoid.
2. Animal Companion receives Bestow Weapon Proficiency (for the appropriate weapon).

Are they still unable to use the weapon they explicitly have proficiency with, while having the appropriate anatomy to wield it?

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

No, you cannot multiclass in a normal class and an archetype of the same class. Applying an archetype swaps out the appropriate abilities but you are still the normal class.

You can no more multiclass Bard with Dawnflower Dervish Bard than you could take the first level of Fighter over and over for +2 Fort save and 1 combat feat at every level.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
chavamana wrote:
Kevin Mack wrote:
On my subscriptions page my March subscription seems to have been Merged with My April one.
ditto

Me too.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Yes. It requires the feat Heighten Spell. It does exactly what you describe.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
Belafon wrote:
To the original poster; I agree with you. Most beasties - especially those who are trying to capture a meal - would most likely grab on and hold tight. The attack-grab-constrict-release-repeat maneuver is generally used by GMs who don't feel their creatures have much of a chance against PCs. It is legal but generally not in line with the motivation of the creatures.

For the specific creature the OP is referring to, it would be completely reasonable for it to use multiple grab/constricts each round due to it's intelligence and motivations.

Osirion

2 people marked this as a favorite.
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Daniel Turner Zen Archer wrote:

The intent wasn't for only one grab/constrict per turn. The creature, lets call it a Kraken since I've fought such a creature in Pathfinder with multiple attacks and the abilities you're discussed, can use any number of grab/construct attempts so long as the creature has the BAB/extra attacks to perform with. So lets assume a Kraken at level 11 (or 11 hit die) with full BAB. Even with 8 tentacles, full BAB only allows for three attacks at the rate of +11/+6/+1 unless the Kraken has has Haste active on it or has taken the two-weapon fighting/multi-attack feat chains. Assuming FULL BAB with two weapon fighting, with the max BAB allowing for improved two-weapon fighting the Kraken can get two extra attacks through two weapon fighting for a total of five attacks, or six attacks with a haste effect.

Each successful grapple attempt could deliver the constrict damage, and with a max of 5 to 6 attacks, if all attacks are successful the constrict damage could occur 5 to 6 times as well. Certainly a very effective tactic, and highly damaging, but the Kraken (or whatever creature you're fighting) could only get as many attacks as it had BAB/feats/spell effects for. So even though a Kraken might have 8+ tentacles, this particular case could only use 5 to 6 tentacle attacks per turn. It's a legitimate use of grab/constrict.

Your example is actually not correct. Natural attacks generally do not follow the BAB based iterative attack routine. A creature with 8 natural weapons would get 8 attacks per turn, regardless of their BAB. That said, many tentacled creatures treat all of their tentacles as only 1 attack, so not all octopus/squidlike creatures will have a large number of attacks.

Tangaroa:
I know the fight you're referring to, and it is indeed an extremely tough fight. When I ran it the game ended in TPK. I'd put it at a solid CR 8.5.

Totally talking about specifics:
The third level of Thornkeep is a push over until you get to the end, then you get stomped. The combination of plant traits to make it immune to a lot of spells, and 4 attacks, with grapple, constrict and ability damage is quite nasty. That said, the Mi-go isn't actually interested in killing the party (unless it becomes necessary). It would prefer to create more slaves, so I had it use nonlethal damage on at least 1 of it's attacks, and hit the party with WIS or CHA damage, to drop them unconscious and make them easier to manipulate via the Wand of Charm Person. This was a PFS game, so afterwards the party had to pay for body recoveries, but not actual Raise Deads, since they just needed to be liberated.

All in all, very tough fight, but those make the best fights when you manage to overcome the challenge.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Make your net (or another weapon) Cruel, and hit them with it after you intimidate them.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

2. Mystic Theurge can be awesome, given the correct build. If the GM allows a full rebuild try something along these lines:

- Use spell-like abilities to qualify for early entry. There are numerous threads on here that will help you find the options that qualify.
- Choose either cleric or wizard as your primary class and build like you would for that class. Get as high in the primary stat as possible, with the other class's stat as secondary (you need to be 16 in secondary stat by level 13, including from items). Make sure to pick up Magical Knack for the primary caster.

At level 10, your new Mystic Theurge will cast as a level 9 Wizard, and a level 8 Cleric (or reverse that if Cleric focused). He'll gain spell access on the same level as a Sorcerer or Oracle for his primary class and only 1 level behind for the secondary. This build ends with 9th level spells in the primary caster and 6th in the secondary. Alternatively, you could split the classes more evenly, but you will definitely lose power (something you're seeing now).

Osirion Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Gloves of Suspended Arcana
Aura moderate evocation; CL 10th
Slot hands; Price 12,000 gp; Weight
Description
The backs of these stitched leather gloves are covered with gold-threaded runes. Up to 3 times per day, the wearer can activate the gloves as a free action to store a held touch spell into the gloves until the end of his turn. While a spell is stored, the wearer is not considered to be holding the charge, allowing him to cast a spell without discharging the stored spell. At the end of his turn, any stored spell is released and the wearer is considered holding the charge again; if the wearer is holding the charge of a new spell, the spell stored in the gloves is harmlessly discharged instead.
Construction
Requirements Craft Wondrous Item, Draconic Reservoir; Cost 6,000 gp

My guesses based on reading judges' comments for Top 32:
It seems like they were looking for more detailed and descriptive flavor text. Unfortunately, that was something I was actively avoiding, since I wanted to leave flavor type things (like how it does what it does) to individual GMs and players. If one table wants to have the gloves absorb the spell and glow a color according to the spell school or element (if elemental), while another table would prefer the runes on the backs to rearrange themselves into the text form of the spell in question, be my guest.

I am happy to make it into the top 100 this year. Last year (my first entry) did not make it to the top 89. I welcome all comments, positive or negative, so please don't sugar coat it if there's something you don't like.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
RuyanVe wrote:

Name: Fiedler

Class/Level:Alchemist 3
Adventure: Burnt Offerings
Catalyst: Taking a short cut through ghouls' territory
The gory details: Finally going to tackle Thistletop, my group of five PCs rode East on the Lost Coast Road. They left the road and headed North towards the coast passing through patch of land known as Pauper's Graves. Here they were beset by four ghouls who mercilessly attacked them. After barely being able to control their mounts, Fiedler dismounted and faced two ghouls. The first one hit him with a full attack and Fiedler failed the last Fortitude save vs paralysis. The second ghoul gleefully set to work, eating (so to speak) the AoO from the fighter which would destroy it (crit with guisarme), but not before it could kill the alchemist via coup de grace.

First death in this campaign, always kinda sad.

Ruyan.

Little confused about this part. If the AoO on the coup de grace destroyed the ghoul, the alchemist should have been fine. AoOs interrupt the action that provokes them.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Awesome, just got the email. Thanks Erik. Wardens of the Reborn Forge, hooray!

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Sounds good. I did add things to it before it went to Pending though.

Thanks for the heads up.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

My subscription order is still pending. I did add a few things to it to tip it over the $100 mark, so perhaps that's related?

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Depending on your players, packing the room with giants may not have the desired effect. Such a dense grouping could look awfully appetizing to Fireball-Man, Lord of the Deadly Inferno, as long as he has Samson Shield-Wall to block up the door. It's a tactic that works reasonably well in the tight corridors under Jorgenfist, since most of the enemies are size large.

Osirion ***

4 people marked this as a favorite.
Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Please double check your spelling. No one is understanding what you're trying to say.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

My wizards frequently max UMD because it allows their improved familiars to have maximum ranks in UMD.

Osirion

1 person marked this as a favorite.
Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Did anyone else notice that using Fervor to deal damage to an Undead creature provokes an attack of opportunity?

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

I've found Seugathi to be particularly devastating for their CR.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
Mort the Cleverly Named wrote:
Siphon Spell also makes things hugely cheaper. A wand of mage armor then becomes the favored source by a factor of 5x-10x (depending on level and Charisma). If it is intended that the Arcane Reservoir be able to be filled for between 15gp and 30gp/point at level 11, then this doesn't matter. However it is intended to continue being meaningfully limited, this could easily throw the game out of whack.

This isn't true because of:

Siphon Spell:
Siphon Spell (Su): When the arcanist uses the disrupt spell greater exploit, she can siphon some of the power to restore her arcane reservoir. If the caster level of the spell is equal to or higher than the arcanist and she exceeds the DC of the dispel check by 5 or more, she regains 1 point to her arcane reservoir. If she exceeds this check by 10 or more, she instead regains 2 points to her arcane reservoir. This has no effect on magic items. The arcanist must have the disrupt spell greater exploit before selecting this exploit.

The arcanist could only use a wand of equal or greater caster level. That said, if you manage to get your hand on a Wand of Mage Armor of exactly your caster level... then you might get a slightly cheaper option. (165g a charge at caster level 11, and that wand is only good until you level up).

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

You could take the Hierophant path and gain the ability to extend a spell to 24 hours. You would need to take Enduring Blessing twice, but that will get you 24 hour Elemental Body X.

Enduring Blessing:
Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.

Osirion ***

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

I apologize for resurrecting the old thread, but this issue has come up for me for an upcoming scenario and I couldn't find any kind of resolution of the issue.

Specifically, I'm wondering about number 1 mentioned in the original post, the ability to purchase spellcasting services at higher than minimum caster level.

If this has been resolved, could someone help me out and link me to that resolution, or, if it has not been resolved, would people please hit the FAQ button at the top?

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

How does the aasimar have wings already? The feat that grants wings requires character level 10.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Sure Casting increases your CL check against SR by 5 for 1 spell, cast within the next round.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

1. Check the beginning section (like page 4 maybe?). I believe it's a DC30 Caster level check to cast extradimensional travel spells like Plane Shift in the Harrowed Realm, so your cleric would need to roll a 20.

2. I'm sorry your party has decided to murderize everything. The barrow king is understandable, but the paladin could attempt to speak with the party and deceive them. I feel that much of the fun of this module is the fact that so many of the encounters are very RP friendly and it makes for great stories. In my game, the paladin was convinced to follow them (for now, shhhhh), which is excellent, because now they can see his paladin powers be lost in the final encounter. When I played it, the paladin tried to make a deal with my imp companion to kill the entire party and loot the tokens from our very dead (and in my case, very damned) corpses. Not wanting to be trapped in the Harrowed Realm forever, the imp decided to wait it out and see if the Paladin was strong enough to take care of business, so the imp went strangely missing during the next encounter.

4. They can purchase Diamond Dust (or even scrolls of Raise Dead) from the Centaur in the desert, assuming they've saved him. They don't get the discount (that's only for the items listed), but his bag of holding has pretty much anything they could want. If they didn't save him, they could make friends with the Denizen of Leng in the desert. As a trader, he likely carries various magical supplies. Just a bit more evil...

5. Yes, I don't recall exactly where, but it specifies that the loot of the creatures is real, and therefore lootable. If the real gear is ever removed from the Harrowed Realm, when the storykin reform in the waxworks, they reform with wax replicas of their equipment. The equipment acts as real, but if the storykin is slain again, the replicas melt with them.

And I'll just end by saying that this one is pretty much my favorite module ever. We got to "grizzly bears on unicycles" and I knew I was sold.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

I would apply the skeleton template first, then the advanced. The reason for this is that the skeleton template sets the charisma for the creature to a specific value and the advanced template adds 4 to all ability scores. If you were to apply advanced first, you would lose the increased 2 HP per HD from the advanced template.

Also, it depends on the purpose you're going for. If this is to design a monster and you want to use the CR adjustment for those templates to tailor your encounter then apply as I described above. However, if this is coming up in play where someone is casting animate dead on a corpse of an advanced giant gecko, then apply the skeleton template second, on top of the base creature (advanced giant gecko).

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

That's amazing. Someday I'll resurrect my dreams of a super frog riding a frog.

I knew about the boon for the grippli, but not the frog mount.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

How are you getting a frog for your bonded mount? You're only allowed a pony or wolf at level 1, and a dog or boar at higher levels. A druid could have a frog though.

I have built a grippli druid who rode a giant frog before, but he died in his very first game.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Just to help out a bit, it increases the spell level (not caster level) by 4.

For example:

The earliest a Wizard could use the feat Quicken Spell (not counting strange interactions with traits or other feats) would be 7th level. He would be able to prepare 1 0-level spell (like Acid Splash) in a 4th level spell slot (instead of a 4th level spell like Dimension Door). Obviously, trading out your highest level spell slot for something so pitifully weak isn't a very good idea.

From what I understand, the best use of Quicken Spell is to prepare some of your better 1st-3rd level spells as quickened versions, when you have access to things like 6-9th level spells. That way, you can crank out multiple spells in 1 round when you really need the extra power.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Take a look at a quickdraw shield with the quickdraw feat. Then you can swing your weapon two-handed on your turn and swing out a shield when you're on the defensive.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

1. The Two-Weapon Warrior Fighter archetype has this:

2. Vital strike can be used with either weapon in your main or off hand, but not both. Vital strike requires the use of the "attack action", which is a specific type of standard action. Doublestrike is a different standard action and they cannot be used together.

3. No, see 2.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

It's not actually a familiar, but a level of Diabolist could give you an Imp Companion, that you could have in addition to an Imp Improved Familiar.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

I still ask what spells I'm receiving out of curiosity about how much more awesome I'll be as well as notifying my friendly caster about potential overlaps with my gear so he doesn't waste spells.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

I would probably ask for a bluff/sense motive check since I would assume the paladin would wish to know what the spell was and the wizard would have to lie about it. If sense motive beats bluff you'd be into opposed charisma check territory to convince the paladin that it really is a good idea.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
redward wrote:


Overrun (Greater) - Now targets knocked prone provoke AoO...but they can still just choose to avoid you. MEH. Standard action. Can be used in a charge. Size limited.

Improved Overrun prevents the enemy from avoiding it.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Why would an INT penalty reduce the DC of spells, but not bombs?

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
Bigdaddyjug wrote:
tonyz wrote:
Yes. Either cast long-term spells well before combat starts (one reason I love Themis that they don't count against action economy in battle), or else cast one spell right at the start of combat.
The problem with that is that any spell coming from a wand is going to have a duration of a minute, tops. A level 2 wand spell will last 2 minutes, of course.

Remember, a level 2 wand's minimum caster level is 3, so a wand of invisibility lasts 3 minutes, not 2.

Also, Mirror Image is an excellent wand.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

It doesn't say that it is a class skill so the blade receives only the skill ranks and the relevant ability modifier.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

1. It advances according to the chart and is not able to be enchanted through the use of money.

2. Yes, you can use your arcane pool to add further enhancements and abilities to it. For example, a +2 blackblade sword at level 5 could be enhanced to a +4, or a +3 keen, or a +2 flaming shocking sword.

Also remember that although it is good, there's nothing stopping you from buying other weapons, like a +1 spell storing weapon, or other back ups.

Osirion ***

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Do you still get access to the higher tier's chronicle gear and boons?

How would this effect boons that are dependent on tier?

Like:

Spoiler:
Fortress of the Nail

Osirion ***

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

I like the risk/reward style for playing up. I've had some incredibly close calls while playing up that made it exciting

Also, as someone mentioned earlier, playing up generally requires more consumable use to make it through, which helps even out the gold anyways. If playing up didn't also increase the gold you'd get a reverse effect where playing up actually nets you higher risk and lower usable wealth.

Osirion ***

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
nosig wrote:
RainyDayNinja wrote:
I'd like to see a scenario where the PCs are stripped of their spell components somehow, and have to figure out what spells they can still cast with the materials they can scrounge from the immediate area.

yep, that ones right up there with the scenarios where all the PC's weapons & armor & tool kits are taken away and we get to see what they can scrounge from the immediate area. We used to call those types of games "Peasents with sticks" (Clubs and quarterstaffs).

There's at least one scenario that leaves you with no magic for part of it. Playing a primary spellcaster in that scenario was... less than fun.

Osirion ***

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
N N 959 wrote:
Matthew Morris wrote:
Rey actually carries a spell component pouch on him for a 'sunder me please!' moment.

Exactly, right? I'll have put that in my bag of GM tactics to save newbie spell casters.

Which makes me think I'll start carrying a fake bag of spell components. Wonder if I'd have to roll a bluff to make someone think I was using it?

No reason to need a bluff for that, just actually use it. Having the Eschew Materials feat doesn't require you to use it. You are still able to use normal physical spell components.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Use Drow poison, use it on secondary weapons (in Spring-loaded Wrist sheathes, or just in regular sheathes) and use them on creatures and people with low Fort saves.

Pretty interesting when the big bad spell caster falls asleep in the first round of combat.

Stay away from poisons that do ability damage (unless you find them from the campaign). While it can be nice and seem good, as other people said it generally does little in the duration of normal fights, and costs too much otherwise.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

The Form line of wordspells can do this already. You boost the spell and add 1 spell level to make it selected (1 Target). You can boost the selected target word to make it multiple targets at an even higher spell level.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber
Dazz wrote:

A friend of mine once used Knowledge: architecture & engineering to figure out how to use Stone Shape to make a long, thin slice through a stone tower at the correct angle that would cause it to collapse.

The check wouldn't have been allowed, but the player had the architectural knowledge himself to do it, and it's apparently not that difficult (assuming you have magic that lets you make inch-wide, twenty foot long gashes through stone).

With that one spell and one knowledge check, he literally broke a module. The entire adventure was supposed to take place in that tower.

This isn't a skill but it's another outside the box solution.

Happens in Skull and Shackles, not much of a spoiler but does describe our solution to a problem:

Spoiler:
We knew we were heading to recover information from a shipwreck, so we bought a scroll of Salvage (a 9th level cleric spell) in advance. When we got there we found the ship in 2 pieces, part of it down a trench but within range. Rather than diving down and fighting anything lurking within, we just cast salvage (making the DC 18 caster level check) and brought the ship to us. And then we sailed it back to port and got our money back for that scroll.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Hm.... Could you cleave a target with Mirror Image, and if you hit (the creature, or an image) make an attack at the remaining images/creature?

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Thank you Sniggevert. That was pretty much what I expected. Just wanted to make sure since I couldn't find anything definitive.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

I don't know the answer to the first part, but in general outsiders have no souls. If you look at the outsider subtype description in the bestiary it states that unlike natives to the material plane, outsider's "soul" is part of his body. While death on other planes sends them to their home plane, while death on their home plane results in permanent death. The lack of a separate soul means raise dead can't work because the soul is dead too.

Osirion

Pathfinder Adventure Path, Card Game, Companion, Modules Subscriber

Ah, I thought that perhaps there were more general rules that were not PFS specific for divine casters that change deities. I often see people posting in the PFS forum only to have their posts redirected here.

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