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Dragon

RuyanVe's page

Pathfinder Adventure Path Subscriber. 2,190 posts (2,204 including aliases). 3 reviews. No lists. No wishlists. 1 alias.


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I definitely see no writers block for Mr. Schneider--keep 'em coming! *grins*

Ruyan.

PS: Sheesh, if I only could tell my boss posting in (on?) a message board is a key part of my job description *smiles*


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You could also skim the free Player's guides to get a feel for the different APs you don't know and put together a quick summary best fitting your group's style of play (or just send them the links for the free download).

Ruyan.


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What would the PCs make into believing that after they killed X there's yet more to come? All leads point towards her (and then onwards to her sister... I know), but as the leader of the cult and the one manipulating Ironbriar and having manipulated Aldern Foxglove I think that killing her should convince the PCs of having erradicated the last of the Skinsaw cult.

Otherwise, and if you want to stick with the theme of Runelords, I'd give them a final showdown using one of the pilings of the Irespan (here you could use the resources presented in the first installment of Shattered Star).

James Jacobs wrote:
The Forever Man is okay not using his birth name anymore anyway, so it should all work out there.

Built-in scrying failure.

Ruyan.


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You could start with Freeport.

Ruyan.


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Greetings, fellow travellers.

Just a quick round-up what happened last night when my group (all lvl6 HE cleric of Sarenrae, HO ranger w/ badger, H fighter w/ greater trip, H rogue, H inquisitor and almost out of resources) confronted Aldern.

I went for a more cinematic approach and bent some rules for dramatic appearance, but nothing major.

When they entered the water slide they caught up with Iesha who was clawing at the door, were beset by the ghasts and dispatched them almost unharmed (crit w/ bow ranger w/ FE undead +4 and Greater Trip).

Iesha went in on round 2. The PCs heard a loud scream (male voice) followed by another one (female voice).

Being really scared by the slippery surface they decided to explored the grave first and found a narrow opening in the walls which allowed them to squeeze through it only to be standing 5 feet away from the door to Aldern's abode.

In they went and were greeted by Aldern. In my game I had Aldern subdue Iesha who was at that time kneeling next to his desk.
I also gave Aldern a butler (another ghast named Alfred). He greeted the PCs as per the book, then stood up, killed Iesha (GM fiat) and ordered his butler to serve something to drink and eat (this triggered the haunt, but the PC in question made his save).
Next round the PC cautiously advanced which gave Aldern time to don the mask. Fighting ensued. Some rounds later Aldern was Greater Tripped and two PCs were paralyzed by the butler (bad positioning and bad rolls) which had Aldern turn on the butler scolding him for robbing him of all the fun and killing him with a crit by his razor.
The cleric dragged the PC Aldern was obsessed with away to impede a coo day grahs.
Aldern needed to get up and advanced again on the PC and the cleric.
Next round the cleric placed a badly placed fireball into the room nearly killing the rest of the party while Aldern gracefully avoided it (evasion 4tw!). This slightly changed the mood at the table... (which wasn't made any better when the cleric's player commented it with "I always wanted to do that" and "Oh, I'm sixth level so I have resist fire 10, you know" and Aldern's congratulation for such a splendid idea.).
Paralysis ended with the beginning of next round and the PCs were finally able to down Aldern when he wanted to gracefully tumble out of a flanking.

The PCs and me enjoyed it very much, it was a memorable fight. And the players are already anxious how to get out of the room back up!

Ruyan.


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Go Strix!


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I also played the haunts a little different and only let the designed person live through the "vision". This gave everybody his time in the spotlight.

Otherwise I agree with Tangent.

Ruyan.


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This one being another.

Ruyan.


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Greatings, fellow traveller.

This PFS scenario involves Jistkan ruins.

Ruyan.


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Mixed feelings about this one but let's see. If it takes you all over Cheliax getting the accompanying gazetteers detailing the different places you'll visit might be worth it alone!

James Jacobs wrote:

[...]

AKA: Despite the fact that these two are both set in Cheliax and both have the word "Hell's" in the title... they are going to play out VERY differently.
[...]

As long as "hell" is not the new "carrion" *grins*

Ruyan.


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First of all: lots of cool stuff!

Skeld wrote:

This is great, but I'm really curious about AP#100 is November. Is it going to something special and what can we expect?

-Skeld

Methinks there was some speculation going on in either the general AP forums or in the Hell's Rebel AP forums; not sure, though.

Ruyan.

[EDIT:]Gaaaah, ninja'ed by... well, who else?


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Paris Crenshaw wrote:

kevin_video is correct. The CR for each NPC should be 7 or less. Remember that if you are applying levels in a class that is not "key" for that monster, based on its role, then the CR increases by 1 for every two class levels.

http://paizo.com/pathfinderRPG/prd/monsters/monsterAdvancement.html#adding- class-levels

Applying that rule right now...

Ruyan.


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Just get rid of the innards, I'd say.

Ruyan.


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Brother Fen wrote:
Rawr!

*grins*

Hi there, fellow traveller.

Ruyan.


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Yeah. Don't tell them it's THAT medallion. Call it something else and give it the abilities you wish them to "see"--except when they succeed at the Spellcraft check (DC30?).

Ruyan.


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The second necro'ed thread on this. Whew. And still nothing to add to the first few posts.

Ruyan.


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Finally got my printed copy, so happy!
It's even prettier than the PDF. So much awesomeness (though I might be biased here...).

Ruyan.


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Another thing could be they do the burglary and meet Jubrayl's gang shop lifting poor old Ven. Might be interesting to see who is going to frame whom for what...

Completely from my point of view and how I run the campaign:
On a more general note, it looks to me that your group has missed the whole purpose of Sandpoint as the(ir) basis for the whole AP.
You mentioning they will only get caught if there are any guards left alive rings to me all wrong.
I run this as a typical "PCs as heroes" campaign; the idea to rob somebody in town (drunk or not) never crossed anybodies mind (IC or OOC).

Ruyan.


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Your Friendly Aboleth Overlord wrote:
Belabras wrote:
Power Word Unzip wrote:
Set wrote:
RuyanVe wrote:
time's fleeting...

Madness takes it's toll.

But listen closely...
Not for very much longer...
I've got to ...

Spoiler:
eXPLOSIVE rUNES

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To me your attempt looks great!

But why the pain? This is how I do it:
My maps actually never look exactly the same as in the books. Nobody is going to find out if one of the rooms is missing a row of squares or the corners are 90° instead of 120° or if rooms' sizes are slightly smaller or larger (if 10x10 ft2 works, why shouldn't 10x15 ft2 work, too?). If you end up with an extra wall? So be it. Extra thick walls--no problem: let the PCs grow all excited because they expect a secret door/compartment (same goes for "dead space").

Ruyan.


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Cthulhudrew wrote:

Know Direction AP podcast is now up, with some more information.

Among other things:

The adventure takes place against a backdrop of all kinds of other uprisings and chaos going on in Cheliax, and the PCs will be essentially taking over Kintargo (about the same focus as was on Korovosa in CotCT).

1) Hell's Bright Shadow New ruler of Kintargo (a bad, bad, bad man), PCs join the Silver Ravens who are the rebels. Ties to some kind of familiar magic item.
2) Turn of the Torrent PCs are building up their resistance forces, the Order of the Torrent is reacting to it.
3) Dance of the Damned Resistance is spreading the word and fighting against Cheliax and House Thrune. Must invade a masked ball.
4) Song of Silver PCs openly declare war and make Kintargo their own.
5) Kintargo Contract PCs get hold of the contract Abrogail forged with Asmodeus and find loopholes (already described).
6) Breaking the Bones of Hell Can either make Kintargo a free city or things will be bad for everyone (depending how PCs do it). Will go into Hell at some point.

Vol 100: 120 pages long (32 extra pages). Adventure takes place in a converted temple of Aroden (largely). More on the AP retrospective (one of the Vancaskerkins will be one of the NPCs. And each part will be written by one of the authors of the APs it represents). Big map in it.

Awesome!

Any ideas whether Kingmaker elements will come into play?
Definitely re-subscribing for this one.

Ruyan.


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Could you point these out to me, please?

Ruyan.


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Svathurim!
Nuff said.

Ruyan.


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Latrecis, are you actually playing in my group? *grins* We must have very similar players...

As to your question, Samuel Penn:
I see him as an embittered (grumpy old) man and far removed from daily, normal down-to-earth life; he's a scholar: theory, books, religion, philosphising--that's his world.
Nualia was his "once in a life time project"; sent to him by his goddess and he was given the assignment to groom her for priesthood and send her to Windsong Abbey (my musings, dunno if supported by "canon").
And over time... everything falls apart:
His ward, at first not accepted as a divine exemplar but mocked at by mere children, then she expresses reluctance, even aversion of being sent to Windsong, rebels at the thought of being brought up by him, a priest of Desna, and finally she's "soiled" by pregnancy.

Think about it, if my assumption about Tobyn are true, this will confuse/shock him mightily.

An analysis by him of what went wrong might look like this:
A) Did Desna fail (in choosing him as foster parent, or Nualia as her "chosen")? Unthinkable.
B) Did he fail? Surely not.
C) Did Sandpoint fail? Might be... Reaction: multiply efforts in preaching Desna's way to the community (and Nualia, too!)
D) Did his ward fail? ... must be the case as all other possibilities are wrong or too elusive...

I think, he opted for C): indoctrination! (Repent your sins, Nualia, prove your worth..., etc.).

He's totally blind and insensitive to what Nualia needs: a loving, caring (foster) parent unreceptive to what she might actually want: making her own decisions.

Ruyan.


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How about orcs vs. dwarves for the next AP? War for sky!
Here's hope for some Droskar love then, too!

Ruyan.


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Storm Sorcerer Arcturus wrote:
It's awesome to finally see that people other than myself actually like Griffons! Definitely dotting.

Are you kidding me? Griffons (variants with different spelling included) are great and make cool mounts for rangers, paladins, and cavaliers!

It's just that most GMs are afraid handling the--from their point of view--ensuing increase in player/PC power (beware! A martial character that can fly! M-u-s-t p-r-e-v-e-n-t.) that makes it such a rare thing to happen in the first place.
Not too happy with the addition the Inner Sea Combat book and the associated feat tax for monstrous mounts (which doesn't help making a mounted flying martial character happen IMO).

So yeah, you can (potentially) get one via Leadership--good luck with that one.

So congrats to Angry Wizard!

Ruyan.

[Edit] After re-reading my post it sounds a little rant-y, sorry for that.


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Greetings, fellow traveller.

If you're already following TM's guide you will find that he also gives advice on the standard magic items for a spirit of the beast-type druid. Stick with it and you'll be fine.

As for how to play your druid this is a rather difficult question. I assume you've picked druid for a reason (general nature theme, full caster, animal companion, ...) which will have you headed in a certain direction already.
Maybe each of you should write down in one or two sentences what one expects from the others after getting told race/class/background of each character. It might give you an idea what the general role of your character could be, how you might benefit your group most; although this is, of course not set in stone. If you don't like the ideas/views regarding your character, you're free to disregard them!

Be sure to always remember rule #1: EVERYBODY should have fun when playing!

Ruyan.


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ShoulderPatch wrote:
Treantmonk wrote:

Generally speaking, when you are playing a caster, Fog clouds and obscuring mist aren't about the 20% miss chance, they are about the total prevention of vision over 5'. For a caster, this can be monumentally useful in a number of ways, I'll list a few of the most common here:

First let's explain how a fog cloud doesn't screw you over (this is the most common complaint I hear, "The fog cloud hurts me as much as the enemy!")

If you have a variety of spells, there are likely many choices you have that don't require you to see your target. Fog cloud blocks line of sight, but not line of effect. This is an important distinction. You may not be able to see anyone, but you can still summon creatures, lay down walls, throw area of effect spells, etc. Keep in mind that with things like summoning - you don't even need to know where the enemy is, you can summon the monster, it runs out of the fog, and locates the enemy. Some creatures (like Dire Bat) can locate creatures within the fog as well.

Now let's discuss how it can be used to foil the enemy:

1) Archery: Wizards and Sorcerers don't like being attacked, that's why they hide behind the big stupid fighter types. Archery can eliminate that advantage, so making yourself effectively invisible by fog eliminates their ability to target you.

2) Enemy casters: Some casters use dirty tricks like actually targeting your character with spells. The nerve! Fog forces them to play on your terms, eliminating nasty rays and other targeted spells. By the way - most spells that provide a Fortitude save (you don't like making fortitude saves) require line of sight.

3) Enemy melee attackers: Not seeing you is basically invisibility, it prevents charges, and also makes them need to hunt through the fog to find you. Maybe they find the fiendish dire wolf you summoned instead...

4) Summoning: My favorite trick is summoning, but the 1 round casting time is a vulnerability I don't like. Summoning in Fog reduces that

Welcome back, Treantmonk. :)

This!


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+1 to what Jiggy posted.

Also: Posted by Jason Bulmahn.

As I have not yet seen an update/errata on this issue I'd assume the question is answered.
Just remember the target has to be evil, too.

Ruyan.


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That's a cool idea!
My group is about to encounter Nualia. And I will give them the diary of her. Hopefully they will return to Sandpoint with questions concerning Nualia's former life; I even have another orphan brought up at the Acadamy...

Might have to steal it... and twist it... dark, sinister... a monster!

Ruyan.


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What Skeld said.

James Jacobs wrote:
There is no official "from Paizo" compiled errata file.

And still: maybe update the PDF? Might be the job for the next intern before the cave raptors have a go at her/him!

Ruyan.


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8 seconds!


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Greetings, fellow traveller.

I'd suggest having a look at these, free-to-download and short adventures--they are the Free RPG Day modules and are fun and easy to play/GM.

Good luck and have fun!

Ruyan.


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Now. Back to my game and crossing the trapped bridge.
Short version: R.I.P.nugget.
Longer version: I played towards the goblins' crazyness and had two of the goblins start a fight over who gets to eat the gull. They chased each other and one fell over the cliffs. The winner claimed the gull and began eating while the others started to laugh hysterically, with one being on goblin dog-back falling off.
This spurred the PCs into action and they crossed the bridge one-by-one.
The fighter went first while the ranger and the inquisitor used their bows for two rounds before following suit. Sadly, no goblin dog scored a hit.
Into the fort, they managed to kill the pickle thieves in their sleep (they never made their Perception checks).
They avoided the open court yard after the dogs charged them (still no hit) and stumbled straight into the throne room. Having heard (the warchanter rolled a nat 20) the barking dogs the entourage kind of prepared for trouble (goblin-style).
When the PCs entered the throne room they found the goblins in a loud discussion what to do and waiting for one of the commandos to come back from reconnaisance.
Ripnugget quickly regained composure and tried to give his speech but was attacked via bow shot. He mounted up and after the PCs had spread out charged the fighter along the eastern wall scoring a crit (gasping from the players and price-less faces! good times). The warchanter (bard 2 in my game) nailed the cleric and the inquisitor at the doors via grease.
From that point on it went down-hill rather quickly for the goblins. The commandos weren't able to hit and were ignored. The warchanter cast cause fear on the fighter and succeeded but as the others weren't able to hit and Ripnugget lost his shtick after his mount was killed in one round by a bow crit from the ranger the fight was over fast.
So: Oooonwaards!

Thanks again for all your insights, hints and tips! We definitely enjoyed the session.

Ruyan.


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More townsfolk!

Ruyan.


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Wow! The piece of art for my Side trek seed is awesome! You can really feel the rage with which the aluum is smashing things to pieces!
*bows to the Haunted Jester*

Ruyan.


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Oooooh, my monsters are mentioned by Wolfgang Baur as well. So cool!

Ruyan.


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Pincer movement with Treerazer attacking from the south!

Ruyan.


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Completely agree with Mikaze. And taking the one minute to either realize the thread necro or even posting (sic!) in it telling the actual necromancer this is an outdated post helps keep these boards a frienly place and encourages the community to keep sharing.

Ruyan.


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Greetings, fellow traveller.

Do you know about the Paper Minis series for RotRL? Specifically set #3?

It should give you all the minis needed; there are three hags in the list.

Ruyan.


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With the orphanage they would kind of relieve the Turandarok Academy of this service as it functions as orphanage and school in one.

Master Ganethus would imo be the first point of contact in this affair.

Also, if you own the Magnimar book you might wanna check with the plot hook given for the Valdemars there.

You're aware of the bank in the vaults of the townhall (building a proper bank has been delayed for various reasons so far)?
Thus, I think consulting with Kendra Deverin about the bank would be the way to go.

The rest depends imo on how you handle land ownership. If the PCs have to buy the land where they're going to construct their buildings the former owners might want to have a say in what's going to be built.

Ruyan.


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Have him/her sent off to Habe's Sanatorium, too!

Ruyan.


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Just slinked away from all the feasting to leave a "Merry Christmas" to all of you Wayfinders out there!

Ruyan.


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Greetings, fellow traveller.

There's the set of Sandpoint citizens which contains kids.

Ruyan.


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Friiiiiiiiieeeeeed halflings! Get them while their still hot and juicy!
Take 3, pay for 2 (they're so tiny, the little buggers)!
Haaaaaaaalflings, friiiieeeed halflings!


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Thanks a lot, Stonk!

"Problem" with my group is, the minute I describe the scenery with too much detail to creat atmosphere: off they go... which isn't a bad thing per se, but can really derail the story. Hehe, paranoid little players...

Ruyan.


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I've stopped assigning (individual) XP for some time now, doing level ups when I see fit and everybody seems happy with that.

I've also more than once witnessed (as a player) how a gap of 2 levels ruins the game: the lower-level PC is on the verge of being killed by a typical (APL) encounter while the higher-level PCs are bored to death due to too easy challenges--this is especially a problem if the player of lower level is of a martial type.

On the other hand I've heard players complain about easy XP with no risk attached.

So, while I would fully agree to what people said (make him lvl 6 and move on with the fun), I'd suggest talking to the rest of your players, too, asking them what they think (and explain your thinking behind either way of dealing with the situation).

Ruyan.


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Greetings, fellow travellers.

I've got a question concerning Mythic Bond (3rd tier Marshal, p.42):

The text says my AC gains half my favored enemy bonus, but the text from CRB says:

CRB wrote:
A ranger's animal companion shares his favored enemy and favored terrain bonuses.

So, does my AC gain half my bonus on top of what it has already gained through the normal bond feature (i. e. if I have fav enemy [aberration] +4 my AC would have a bonus of +6 against aberrations)?

Thanks in advance!

Ruyan.


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Lonjiku's fate:
Not much chance of that as he's killed in Burnt Offerings

Ruyan.


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And cash!

Right out of the Bestiary:
PRD, Bestiary section wrote:

Few creatures are more feared than the lich. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.

The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.
The Lich's Phylactery

An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed (see Creating a Lich, below).

Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Other forms of phylacteries can exist, such as rings, amulets, or similar items.

Ruyan.

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