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Paracount Julistar

Rylar's page

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 158 posts. No reviews. No lists. No wishlists.


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Dealing with more than 4 players standard challenge rating just doesn't work. Adding more monsters should work (if there was 2 =cr guys should be as difficult as 1 =cr guy would have been for a 4 player team). But adjusting their cr just doesn't work as well.

There are a few things you need to consider when making an encounter:

1)Attack vs Armor.

If a player focuses on something (such as armor) he should be good at it. For this reason a baseline for AC needs to be set and you need to help players find a way to reach it. For example set it that the target armor for 50% hit is level +14. This means at level 1 standard armor is 15, at 5 it's 19. For each point higher he will avoid a hit 5% more often and each point lower he will get hit 5% more. High AC characters will not get hit as often and they shouldn't.

Match this with attack. At level 5 you want a 50% chance to hit 19 armor so normal attack is +10. That doesn't mean that you need all your guys to be +10. Your boss fight should hit 15-20% more often and random goons should hit ~10% less often. So, your boss should have around +14 attack, while your goons only have +8.

2)Damage vs health:

A group of 9 guys has over double the health of a group of 4 guys the same level, but you can not simply make the bad guys hit twice as hard because the single characters still have the same health. I suggest using some sort of splash damage instead of increasing the same of a single hit. Instead of hitting one guy for 32 hit 4 guys for 8 damage or hit one guy for 16 and 2 guys for 8.

For your magus example I would make the 5d6 damage spread out (fireball strike at 3d6 reflex half?) and take each of his 4 swings against different opponents. While this doesn't make strategic sense it will make game play more fun and players wont feel instagibbed or picked on.

3)Action economy:

With 4 players action econ already sucks vs 1 bad guy. Each round the bad guy gets 1 turn while the players get 4. This means you need to do more on your turn. Add in another 5 players/turns and you are in real trouble. Agile template has helped with this letting the boss take an extra turn. I suggest giving him 3 turns each round in your case (maybe 4) to balance things out.

It may feel like you are hogging the spotlight when you do this, but that's not entirely the case. Each time you attack/damage a player, they are defending/reducing the damage and thus they get extra spotlight time as well (another reason to spread attacks around).

4)Boss health vs damage

Players are going to front load a metric crapton of damage on your guy, esp if he is a solo target. Ac is not the way to mitigate this damage as it make players feel like they aren't contributing. I strongly suggest other ways of dealing with this to make the fight last a few rounds. Extra health, extra minions to soak some hits, damage reduction, and regeneration/healing are all good options. Another option is someone behind the scenes casting shield other on him (taking half his damage).


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It seems to me that it's later levels that the archetype falls short. It gets +4 2 levels later than someone purchasing their sword normally (assuming ~ 1/2 wealth on a weapon) and +5 5 levels later. After that it never gets higher bonuses than +5.

So, at 17 a normal magus is swinging around a +5 keen/ holy/ flaming burst, while the bladebound magus is swinging a +5 weapon that can talk to him as his class feature.


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I'm currently playing in a WotR campaign as an oracle(2)/paladin(2). We are getting close to finishing the first book and I'm looking at becoming mythic, but I can't seem to fit my character in to any of the paths available.

The plan with this character is to transfer damage from my allies on to myself then LoH to heal myself up and channel as needed. None of the path options really stand out to me.

What paths do you see as viable options? What feats/powers stand out to you that would help this strategy?


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These maps feel close to useless to me:

The "map" of the abyss is pretty much an abstract from what I can tell. I'm not sure how it could be done better, as the abyss is pretty abstract. I just feel a more logical location should have been displayed here.

Kenabres- I can see why Kenabres was given a map, but why give a version of it from before the AP begins? A map from after the destruction would have much more useful.


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While I agree that option is out there, I feel it's a bandaid. I would much rather the option of playing the cards as printed. I see no reason to only have male fighters in the official product.


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My playgroup just started playing the card game and when picking characters we found that our character choices obviously were limited if we stuck to our own gender. While we could play characters of the opposite sex, we tend not to in games where we have a choice. This limitation was further constricting when I noticed that all the divine classes (Paladin, Cleric, Druid) were female.

Looking at information for the next set it sounds like we will have the same iconic characters for classes that are repeated, which means that if we can't play a class (as our own gender) now we will never be able to. I would really like to see this changed so that the next set (or sets after) include class/gender options that are counter to what is currently available.


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Quote:
One last bit of requesting advice though: If I wanted to break or steal a PC's weapon, how would I best go about doing it? I want to sort of kick the table leg out from a PC or two and make them think or act differently.

I highly suggest talking with your player(s) (outside the game) about this before you do it in the game. Explain your reasoning and they may be fine with it. But, every player I have DMed for would quit playing if I just did something like this to them with no warning. People dislike being told they can not do something and playing their characters how they built them to be played is top of that list for many of us. Yet, if tell them what you want to do (and why) and give them the option of going along with it or not they will likely go along with it.

As for the metagaming problem: If they said, "I'm going to charge through the line of enemy clerics so as to draw their attacks away from my friends!" Rather than talk about attacks of opportunity and such would you that better? If so then tell them that you'd rather hear the characters thoughts on why he would do the action rather than the meta comments and that the characters have no concept of game mechanics.

Talking to the players is always the key.


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Dragons- I want to participate in a dragon war. To the extreme of even being a dragon (at least part time).

Also, I'd like to see an adventure path that changes based on actions you take each book. So, there would be 2 books for each 2-5 and only 1 for 1 and bring it back in so there is one for 6. Where in each book you are either working the part of the good guy, or trying to redeem yourself.


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I'd vote for Wrath of the Righteous. It's pretty set up to be played strait good vs evil. The mythic rules give it a bit more paperwork, but I think they can handle it.

Kingmaker on the other hand is a lot more paperwork. Then again, if you son normally DM's this group he probably has the mindset preventing the extra rules from being too overbearing for him.

I'd stay away from Skull and shackles unless you want to make a lot of changes (in the first book at least). There is a lot of sexual innuendo, overbearing rules (esp the drinking/addiction rules), and very grey sense of right and wrong.


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Is there a good place to find a local gaming group? We've moved away from our old group and I would really like to play. The old group isn't interested in web based play so I'd like to find a new local group. Are there any good forums to visit to find new groups?


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Seems to me that mythic paths are supposed to be more vague than thematic and that adding water/air elements is treading a bit into class territory.

I agree that a shape shifter mythic path seems like it could work pretty well.

A pet focused mythic path maybe? Current paths could be used for this, but it seems like it could work.

Psionic of course if you run psionics.

I'd like to see the reverse of the Marshal. Instead of being all about buffing your friends, be all about demoralizing your opponents...


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While reading though mythic adventures I came accross a few class/path combinations that seemed far from typical and could be quite fun.

Sorcerer/Guardian- So one of the main factors in limiting the spell casters are their inability to take large amounts of damage. In comes the guardian to let you shrug off most attacks.

Fighter/Archmage- What? Archmages get a few really neat tricks that do not require you to be an arcane caster at all. Big ones are innate flight and alter self/polymorph at will. At first I was thinking this could be a way to gimp my character (as to let other players shine), but it ended up being really strong. This gets even better if you dip into an arcane class for a few levels, but that's no longer a big suprise.

What did you find that suprised you how interesting/atypical/fun it could be?


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Story ideas.

I read through the RotR players guide and really didn't find anything all that useful for a character's background. Maybe I need to read through it again.

Going to check out the character background link first.


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I want to see some of the prestige classes revamped into core classes. Mystic thurge and arcane archer both fit into the concept of combining 2 classes while having their own unfulfilled niche. Shadow dancer is another fan favorite in my group that I would love to see an official 20 level progression version.


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We are going to start WotR soon. My son wants to play summoner. His concept of his eidolon are that it will resemble a griffon. He also said that he wanted to go Archmage as his Mythic Path, not sure how that will work out. Beyond that I'm looking to help him flesh out his character a bit.

Any ideas we could use for character background would be greatly appreciated.

Any suggestions for a similar character to where he's going at this point would probably be helpful too.


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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

point buy is terrible, almost as bad as rolling. use arrays. Just come up with a couple arrays (rolling, point buy, or whatever) then let your players chose them. My favorite array: 18,18,18,18,18,18.


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One way I've tried is to give every class and race a point value and go from there. It makes the class and race choice a bit more important.

Let's say I wanted to go with +6 ability modifier points. That gives stats points for each class and race.

So races:
Human : +2 to 3 stats of your choice.
Dwarf : +2 str, +4 con +2 wis -2 cha

Classes:
Paladin: +2 str, +2 wis, +2 cha
Fighter: +4 str, +2 con
Barbarian: +4 str, +4 con, -2 int

Start with 10's everywhere.
A human paladin could be 14,10,12,10,12,14
While a barbarian dwarf could be 16,10, 18, 8, 12, 8

You could find other reasons to modify attributes if you wish such as occupation, background, etc. You could treat archtypes as different classes.


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J3Carlisle wrote:
Plus, Hood is for sure Neutral Good,

No, he is Chaotic Good. He is the prime example of Chaotic Good.


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I'd go with a small character (halfling/gnome/goblin) for the -1 damage (D6 vs D8) +1 attack/+1 AC. Also just more fun than the bland human.


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I wouldn't go back and redo the senerio letting him play the barbarian instead, but I'd let him play the next session with his barbarian suddenly coming out of nowhere to save the day (as his caster gets knocked out off or something).


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Following the laws of the land while you travel would make you chaotic. You can't just willy nilly change how you act due to being in a new area.

Lets say a lawful person is from an area where slavery is against the law. If they, in their travels, went to a place where slavery was allowed, they would not buy a slave (unless to take them out of the land and free them).

If they changed their ideals and decided to get a slave, this would show adaptability and flexibility, two traits of a chaotic person.


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MyTThor wrote:


Another note - adherence to a personal code does NOT equal lawful.

Personal, maybe not. But they follow a code that is specific to them, their history, training/heritage, etc.

Lawful characters will show obediance to authority, but to their authority, not some random "laws of the land" that they travel to. If the laws don't conflict with their true authority, they will respect them.

Their authority is open to interpretation. It could be their god, their leige, a parent, or simply an ideal that they follow.


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Quote:

He's made a promise or given his word, if hes lawful he WILL follow through.

That doesn't necessarily mean he's going to follow an agreement or a rule someone else made.

As this guy does.

Quote:
He doesn't follow a predictable pattern, follows his whims, listens to strange music only he can here.

Just because he is the only one that understands his rules, doesn't mean they aren't there. Once the rules are seen, he is a pretty predictible guy and doesn't follow his own whims at all.

He seems extreemly disciplined to me.


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I may not be explaining the angel senerio as I tried, but the starving child one I think is closer to what I was trying to get accross.

Edit: Makaze seems to see the point I was trying to get accross.

I missed Dmitri being an inquisitor, this would make him clearly NE or or CN unless the deity changes as was posted a few posts back. Once it changes to Lilith, he could still be LN.


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Moving the goal posts is where one finds where the line is.

I would assume that if the angel comes to me and asks for an item that the angel needs it. Even just being a little religious as I am, I would give it to the angel if I could (the initial comparison was monitary so I would give that).

Does he receive power from her?


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Yes, I'm going to "oppress the free will" of my friend if he is knocking out children asking for food.

And actually oppressing free will is lawful out of the 4 alignments.


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replace angel with starving child and item with apple...


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Craig Frankum wrote:
But the angel came for something your friend was unwilling to give. Then the angel reacted harshly, leading to the physical altercation. Now you have sided with the trouble-maker over your friend and ally.

No my friend was acting harshly by not giving the ANGEL what it was asking for.


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Quote:
The sadism

his sadism is stemmed. He doesn't go out to hurt people. He gets permission or waits till he is crossed/attacked. If someone attacked me, I would enjoy inflicting pain on them. Let me be clear if someone hurts me or someone I love, I enjoy seeing them hurt.

Quote:
masochism

Nothing evil with taking pleasure from your own pain...

Quote:
manipulation of men like tools

Good manipulates people all the same...

Quote:
worship of demon lords

chosing to worship someone you don't like is evil, interesting.

Quote:
bloodletting and caring not from where the blood flows

curing people of illness or disease is evil? (look up bloodletting)

Quote:
Willingness to destroy and dispoil that which he doesn't like, which happens to include things that are usually neutral, government, and normal interactions in some cultures.

Good heros are often "willing" to destroy and "dispoil" evil, something they don't like. In fact this game is kind of based on that idea...

It's all about context, he clearly and avidly does not randomly attack/destroy/kill anything that he doesn't "need" to.


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Ok, let's say you are a highly religious person who reguards angels as godly beings, and very important to you. You are out with your friend who knows this clearly about you, an angel shows up to take something from him. Your friend choses not to give it and creates an altercation in which he gets cut and manages to knock said angel out. You get furious with your friend and yell at him for attacking the angel and not just giving it the item. You appoligise to the angel on his behalf and give the angel what it came for.

This makes you evil?


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What makes him evil?


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Because it's not confirmed that he's evil any more than it is he is lawful.

On a scale I'd say he's around 55% towards evil. Clearly in the neutral range.

Law chaos axis is much less definite. I'd say he's about 65-75% lawful which means he's borderline neutral or lawful.


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But he doesn't do it because he likes it. He just happens to enjoy doing it when it needs to be done. There is a huge difference here.


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He'd be welcome in most parties I play in. Obviously it depends on the group and the campaign.


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But he doesn't go out of his way to create pain nor kill. Nothing about him looks evil to me. It actually seems to me that he leans towards good. Protecter/defender of others, even only half of the population, is points towards good. I wouldn't call him good though due to the way he would go about it. Willingness to torture and excessive violent attacks bring him back down into neutral.

On the Law/Chaos axis, this has nothing to do with the "Laws of the land". This is why I've always said it should be disciplined/chaotic, lawful is a stupid term. If they want an option that included law of the land they should call it law/criminal or rebel. For example, if a paladin would go into a land where something against his code was required by law and he followed it, he would fall due to breaking his discipline. Following said law would make him "unlawful" due to breaking his own code.

This guy on the other hand seems to have a very specific code, which gives him a strong tilt towards "lawful". Now that I think about it he forces his beliefs on others, this pushes him further into lawful. The only things he does that seem chaotic are in responce to someone breaking his code, this pushes him further into lawful in my opionion.

My new vote is Neutral/Lawful, with a tilt towards Lawful/Good.


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I love that write up.


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He seems nn to me.


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I have a few characters who show up in multiple games. Some times they will be bad guys, some times DMPC's for the night, or they may be quest givers.

The inquisitor sounds like a good option. I don't know much about gorzeh.

I could see him showing up as a druid at times, but he would not be your standard druid.

The sword idea could be fun, but for the character's concept he'd still need to be in control.


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Yes he needs to be true neutral. The concept of this is somewhat hard to grasp. How does he justify being outright anti good without becoming evil? I guess that's my question when it comes to alignment.


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James Jacobs wrote:

I've been wanting to do a book like this for a bit—but it wouldn't stop at giving advice to players. The focus of the book would be on providing advice to GMs on how to run high level games AND on how to create high level adventures, with a lot of handy charts and stuff to make the high level game running easier.

Let us know you want a book like this and its chances of being created improve!

Not that I'm selective about what I buy, but I'd buy this.


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This character started with the base concept of wielding 2 weapons, one a Holy/Axiomatic the other an Unholy/Anarchic. Obviously his alignment would have to be true neutral. Other than that I'm not sure what I want to do with him.

I was thinking that he would be a demon/angel/devil/(whats the CG equivilant?) hunter, possibly a hatred stemming from a side effect of them warring. Maybe just hating outsiders in general.

What I'm looking for:

Alignemnt focus (how is he neutral)
A few different builds (so I can plug him into any campaign I'm running)
More backstory possibities.
Other goals a character like this can have.
Names, his name and the names of his weapons (I'm the worst at names)

I kind of want one of his builds to be an alternate paladin, which would have to completely done (as far as I know) from scratch. Sometimes I run gestalt campaigns and am looking forward to mythic (but should probably wait to flush that build completely).

Looking forward to some creative suggestions.


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But why base it on attributes or even the rough themes of attributes instead of basing it on the actual roles the characters have in the group?


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James Jacobs wrote:
each path more or less corresponds to one of the 6 ability scores, after all.

I dont see it...

Quote:


Archmage: Master of arcane magic, the archmage effortlessly casts extremely powerful spells and shapes reality with a whim.

Arcane magic can come from int or cha.

Quote:


Champion: Unparalleled in combat, the champion stands triumphant on the battlefield, surrounded by bruised and broken foes.

As a melee it can come from str or dex (strength more likely intended).

Quote:
Guardian: None can get past the impervious guardian—none can threaten what this devout hero protects.

Seems to be the most con focused, but dex and str can play a role for this character too...

Quote:
Hierophant: Drawing on power that goes beyond the gods, the hierophant is an inviolate vessel for the divine.

Clearly more wis than any other.

Quote:
Marshal: Inspiration and courage make the marshal the greatest leader, capable of leading troops to victory over any challenge.

If I had to guess I'd go with charisma.

Quote:
Trickster: Skill, training, and savvy make the trickster the master of the impossible—defying unbeatable obstacles and traps, tricking the wise, and hitting unattainable targets.

Clearly int based... probably what was chosen for the dex stat though...

It seems to me that these are much more pointing at class and even more so at character role.

Archmage: Sorcerer, Wizard, witch, ... Caster
Champion: Fighter, Barbarian, Ranger, .... Melee DPR
Guardian: Fighter, monk, Paladin ... "Tank"
Hierophant: Cleric, druid, oracle ... Healer
Marshal: Bard, cleric, paladin ... Buffer
Trickster: Rogue, bard, alchemist ... skill person

I think if you were to take away the notion that they are based on a particular skill and focus on the rolls you could come up with some more paths that people would want to pursue.

Currently there doesn't appear to be a choice for many classes. Take a sorcerer for example, there will rarely be anyone who picks anything other than archmage as their path for their sorcerer...


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I'd buy it for anything less than $50.


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That too fell through. Odd that they have it listed available when it's not...


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Looks like they are out of stock.


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A highly regarded expert wrote:

Fighter + whatever other full BAB class. Take your barb, cav, whatever, and give him a feat per level and all that training. You won't cover all 3 saves, but when you hit people, they'll feel it.

Fighter combines about the same with any melee combatist, not just full BAB characters. I feel it's even better with the 3/4 attack bonus chars like rogue, monk, inquisitor as they tend to have abilities that make up for the lower attack bonus. That means when they have the make up ability +5 BAB they get a bit extra power rather than just the extra damage from fighter trainings.

For example monk would get an extra attack on flurry of blows and +5 attack on top of that.


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A PDF will be fine for letting me play it, but I need this for the collection. Even if I did do that it would be a place holder until I can find a hard copy of it.

Signed up at noble knight games to send me an e-mail if they get a copy. Thanks for that suggestion.


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On ebay or amazon these are being listed for way too much ($200+). According to ebay the last one sold was months ago for 15...

I'm looking to buy one, does anyone have suggestions on where I can find one?

This is the only adventure path I need to complete the set, so frusterating not being able to find a reasonably priced one.


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10 con should be fine. Rangers have 10 health per level and toughness is not out of reach if you feel you need it, since rangers get so many bonus feats. Besides you aren't a melee, you are an archer that can melee.

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