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Eriniell

Sammy T's page

FullStarFullStar Pathfinder Society GM. 859 posts (1,109 including aliases). No reviews. No lists. No wishlists. 11 Pathfinder Society characters. 1 alias.


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Shadow Lodge **

Thanks!

Shadow Lodge **

2 people marked this as a favorite.

Hahaha, I just realized I will be turning 42 at Winter War 42.

I'm pretty sure all the GMs will give me TPKs for my birthday.

Shadow Lodge **

I know this is divided into 3 sanctioned parts, each with its own respective chronicle.

Must you play all 3 parts in a row or could you play part 1, then another PFS scenario, then part 2?

I know normally you could not for a module, but with the 3 individual chronicles, I'm thrown off.

Shadow Lodge **

The Shield Master feat, which L6 rangers can get early: "Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus."

Weapon Bonus / Base Price
+1 / 2,000
+2 / 8,000
+3 / 18,000
+4 / 32,000
+5 / 50,000

Armor / Base Price
+1 1,000
+2 4,000
+3 9,000
+4 16,000
+5 25,000

For 25K, you have a +5 Defensive Item and a +5 Offensive item, which would normally set you back 75K for both. You're double dipping on the much cheaper armor cost.

The GP you save goes into pumping your character in other ways--stat boosters, save boosters, etc.

Shadow Lodge **

Shield Master is obviously intended to work with TWF and to mitigate TWF penalties. It would not negate Power Attack, prone condition, etc. If you want to argue that RAW means it negates ALL penalties, you have a long and lonely road and would need to consult the rules forum or ask for a FAQ.

I have a L11 Dimensional Assault Horizon Walker Shield Basher and I never interpreted Shield Master to exempt me from to hit penalties. As it is, double dipping on the shield enchantments is OP as it is.

Shadow Lodge **

If you use the shield as the only weapon, there is no penalty to hit.

If you use it as part of two-weapon fighting, the standard penalties apply.

Shadow Lodge **

I assume approved pre-gens for Core Campaign gameplay be restricted to CRB pre-gens?

Shadow Lodge **

8 people marked this as a favorite.

It means that Treantmonk's outdated character guides become relevant again.

Shadow Lodge **

I'm glad it makes folks happy and I hope it works out but it's not for me (as a player). I won't mind GMing Core Campaign as long as the GM credit can be applied to a standard Campaign character. If Core Campaign GM credit must be assigned to a Core Campaign-compliant character, then it really puts a damper on my enthusiasm.

Shadow Lodge **

I usually seen mounted types played by experienced players as they know what they're getting into. I believe almost all of them except for 1 were halflings.

Shadow Lodge

For my MT, I have it pretty much set that my Wizard spells are summons and control type spells and the my Cleric spells are buffs and condition removal.

Shadow Lodge **

At our FLGS, we've made sure to spread the word about owning the source material -- so that has not been a problem for our Hero Lab-using players since we've started making the effort of reminding players they are responsible for owning the books/pdfs.

What I have had issues with are players thinking that making all their purchases on HL means they do not have to fill out or organize their chronicles. (They get one friendly warning, one firm warning and on the third strike they'd have to use a pre-gen...luckily, I've never reached the third strike.)

Otherwise HL is great tool and its up to the organizers, GMs and fellow players to remind HL-using folks (in the nicest and friendliest of ways) that HL does not absolve them of ownership, rules knowledge or organization.

Shadow Lodge

Undone wrote:
Sammy T wrote:

Also, I don't know if you're trying to get a speedy resolution on this issue but FAQing this won't accomplish that.

Your best bet is just to eat the raise dead / restoration (x2) for now.

Given that the bodies are explicitly stated to be used in the ritual to summon him if they TPK they will need resurrection, recovery, restoration x2. Which they are unlikely to have.

Forgot about that. Add 5pp for body recovery but but I don't think anywhere in the main game thread for that scenario anyone said a res was needed, just recovery and raise.

Shadow Lodge

Also, I don't know if you're trying to get a speedy resolution on this issue but FAQing this won't accomplish that.

Your best bet is just to eat the raise dead / restoration (x2) for now.

Shadow Lodge

+1 to Mike Bohlman

Shadow Lodge **

From the Ask Mark Seifter Thread

Mark Seifter wrote:
Sammy T wrote:

Can a summoner cast Enlarge Person on his Eidolon?

Quote:
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
There seems to be confusion about whether the second sentence labors underneath the first sentence's restriction (the spell must have a target of 'you').
I see what they're saying, but I've personally always considered those two sentences to be independent.

Shadow Lodge **

Hmmm. I'm leaning towards taking it now.

Leeford:
Leeford, brother of Ledford
Titan Mauler Barbarian (Halfling)

16 STR, 13 DEX, 16 CON, 8 INT, 10 WIS, 7 CHA
+STR at L4, L8 / +DEX at L12

Racial Traits:
Adaptable Luck (+2 luck bonus to check, attack or save 3/day)
Fleet of Foot (+10' movement)

Traits:
Fate's Favored (to synergize w/ Adaptable Luck)
Destructive Blows (+2 to break items & Sunder)

L1 Power Attack
L2 Rage: Superstition
L3 Raging Vitality
L4 Rage: Witch Hunter
L5 Extra Rage: Strength surge
L6 Rage: Spell sunder
L7 (Reckless Abandon or Risky Striker)
L8 Rage: Beast totem, lesser
L9 Extra Rage: Beast totem
L10 Rage: Beast totem, greater (pounce)
L11 Dazing Assault
L12 Rage: Come and Get Me
L13 Combat Reflexes

Shadow Lodge **

As most of my characters are mid-level and beyond, I've started thinking about my next low level character.

While I am set on it being a halfling barbarian (Leeford, brother of Ledford), I'm still torn on whether or not I should pick up Spell Sunder. While the forums are gaga for it in theory, how does it shake out in actual PFS play? I can see the utility of it, but at the same time, I can't shake the feeling that the things it would overcome would have been overcome anyways with proper preparation and that I would be better off with a different rage power.

Stories from the frontlines of GMs and players more than welcome!

Shadow Lodge

To add onto nefreet's answer:

You would need to Ready the Aid Another action to trigger on the Grab attempt if you want it to specifically help the grapple CMB--if you only Aid Another, the bonus would go to the next melee attack and not any subsequent attacks (like the grab). ("If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent...")

Shadow Lodge **

Why would you prevent you from whirlwinding? Is it a DEX issue?

Enlarge Person wrote:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
Ability Score Penalties wrote:
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.
Ability Score Damage wrote:

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

...(snip)...

Dexterity: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

If Enlarge Person caused Ability Drain, you would be in trouble, but the DEX Penalty is treated like Ability Damage. So, enlarged whirlwind away!

Shadow Lodge **

Game night is Monday at our FLGS.

Sometime during the previous week I either print the scenario or get a copy from the VL. I do quick once over read to wrap my head around the narrative and note any tricky things (unique monsters, scenario-specific mechanics). This is a casual 20ish minutes. I also visit the relevant GM thread on the forum to see if there were any issues I should know about.

On Friday, I print out any relevant statblocks from pfsprep.com

On Saturday or Sunday, I sit down at Starbucks and highlight passages, make notes and make sure I understand how the monsters/encounters work. This prep time varies from scenario to scenario, so as something straightforward like Season 0's Perils of the Pirate Pact might take a breezy 30 minutes while something with lots of unique mechanics or encounters like Scars of the Third Crusade or Assault on the Wound might take almost 2 hours.

On Monday during my lunch break I pre-draw up any maps, print up anything I missed and pre-sign chronicles. This usually runs 20 minutes Since I also usually help with the muster, I also double check sign ups during the day.

I usually arrive at the FLGS 30ish minutes early to claim a table, pick out minis from the communal mini bin and do spot checks on characters at my table (what does he do, how does that work, can I see your last chronicle, etc).

So, overall, prep for me takes 90 minutes for easy stuff and 2 1/2 hours for complex scenarios.

Anything that takes over 2 hours feels like work and not like fun.

Shadow Lodge

Can a summoner cast Enlarge Person on his Eidolon?

Quote:
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

There seems to be confusion about whether the second sentence labors underneath the first sentence's restriction (the spell must have a target of 'you').

Shadow Lodge **

Quote:
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Enlarge Person works on an eidolon.

ETA: Darn ninjas!

Shadow Lodge

In its current incarnation, I'd worry about stacking DEX and CON equally as you will need the +Hit as you level up. As the Burn mechanic might be slightly rejiggered for the final product, a fair balance of both is best as you level. (I have a L7 Geokineticist)

Shadow Lodge

Don't forget Tetori get the grab ability (which also grants +4 CMB) which expedites their Grapple economy if you snag one on an AOO.

Shadow Lodge **

I'm so dead aren't I?

Shadow Lodge **

Friday Afternoon: PFS 6-02 The Silver Mount Collection (play)
Friday Evening: PFS 3-08 Among the Gods (play)

Saturday Morning: PFS 6-11 The Slave Master's Mirror (play)
Saturday Afternoon: PFS 6-00 Legacy of the Stonelords (play)
Saturday Evening: PFS 6-06 Hall of the Flesheaters (play)

Shadow Lodge **

Ah!

Shadow Lodge **

Oh, I absolutely understand that, but since it has pre-req of BAB +6, you had to take something until you qualified for it, which could not be the EK since it requires the martial training. Sorry if it seems like we're picking on you, but your build is outside the norm and since it's hard to piece together, it sets off the Hmmmmmm alarm. How the heck did you build your snowflake?

Shadow Lodge **

I don't the particulars or timeline of your rebuild, but you can't retrain a base class into a prestige class. And once you trained out of whatever class qualified you for Eldritch Knight, you no longer qualify for it.

Like I said, I don't know the time line of your build but it looks illegal and would need to be corrected.

Shadow Lodge **

I am also intrigued by how you got the all Martial weapon requirement for the EK without a martial.

I'm suspecting some boons are being leveraged to meet the requirements but I could be wrong.

(eta: I'm guessing from his profile he has a Shard of Greed to meet his spellcasting requirement)

Shadow Lodge **

1) If you need a motivation or backstory for why your PC can't craft an item, it is he simply chose to focus his talents elsewhere and lacks the temperament/skills/ability to do so.

2) The PFS society is a neutral organization with agents of all alignments. You cannot attack/kill a creature who's minding its own business, let alone a fellow pathfinder, simply for being evil.

3) The VC would simply investigate the claim, interview the pathfinders and determine magic was the cause for their (involuntary) hostile actions.

Finally, bringing up OOC rules restrictions IC in a knowing manner is a bit meta and not always appreciated as it can be a bit immersion breaking for others. YMMV depend on your table mates.

Shadow Lodge

By the time you can afford a 53K breastplate, odds are your wizard/sorceror is already throwing up Stoneskin on a regular basis (or you are via UMD). If you have a slotted Orange Prism Ioun Stone, you're getting 1d4-1 CL on all your spells, not just your cure spells (and you should definitely be casting more than cure spells on a regular basis).

So, you're purchasing a 3/day personal mobile globe of invulnerability that disappears when you take an offensive action. Depending on your party and playstyle that may be worth it, but 53K is very expensive for a limited use item.

Shadow Lodge

L16 PFS Dual-Cursed Life Oracle here

What you want depends on your party because odds are that post L12 you are adventuring with a small dedicated group.

At higher levels, I dumped my phylactery and went with a +6 Headband. The extra spells and boosted DCs make the difference.

I'm a Life-Link/Shield Other-style Life Oracle--I LL the entire party and SO the wizard (and sometimes the bard).

Aegis of Recovery
Belt of Con +6
Cloak of Resist +5
Handy Haversack
Headband of Cha +6
Ioun Stone, Saves +1
Mnemonic Vestment + situational scroll library
Page of Spell Knowledge

+1 Determination Breastplate
Buckler

Banner of the Ancient Kings

If I seem light on gear, I'm sitting on like 80K gp and waiting to see what the next adventure & exact party comp will be. The wizard has an Orange Prism Ioun Stone we share when doling out typical all day buffs the night before we go to sleep and any situational 1 hr/level or 10 min/level buffs we discover we need during the day. I've been putting off picking a Ring of Freedom of Movement but that's pretty high on my list -- since my group has a kitted out mounted ranger archer, a pouncing barbarian and a high initiative conjurer I've kinda slacked as they rocket tag the hell out of encounters.

Shadow Lodge **

Heck, I theorycrafted a dual Repeating Handcrossbow wielding Barbarian on a dare (Savage Technologist 9/Alchemist 2)--one version focused on dual shooting with his third arm pressing the reload levers and the other version focused on firing until empty and then beating you to death with the empty weapons.

Shadow Lodge **

For anyone who thinks buying a Wayfinder with gold is a given (if they don't wan't to spend PP), there's only a 75% chance that a city of Bloodcove's size would have one available.

Shadow Lodge

@tels, no idea why you quoted Kinetic Blade to me when I was asking about Ride the Blast specifically ;)

Shadow Lodge **

1 person marked this as a favorite.

Acadamae Graduate is a delicious feat.

Shadow Lodge

If you are in a foe's threatened space, you provoke an AOO for using your Kinetic Blast...but does the movement out of a threatened space in the form of energy from Ride The Blast also incur an AOO?

Shadow Lodge

From further in the thread

mark Seifter wrote:

If we did a FAQ, it'd be possible to separate out gaining a fraction of a new thing you don't have any of yet from modifying something you don't have.

For instance, with this hypothetical FAQ, gaining 1/6th of a revelation and then using that to at level 7 pick up a revelation that requires level 7 would be fine, but giving yourself bonuses preemptively with the revelation you don't have yet wouldn't.

Shadow Lodge

While this is in the PFS section, it was clarified with the design team.

Quote:

Related Point: Can I apply the aasimar or elf oracle's favored class bonus to a revelation I do not yet have? Can I do so for the aasimar bard’s favored class bonus?

No, when choosing which class feature’s effective level to increase, you can only select a feature that you already have. For example, an aasimar flame oracle cannot choose to improve the wings of fire revelation with her favored class bonus until she actually gains the revelation at 7th level or beyond; she could not start augmenting it at 1st level.

This isn’t actually a new rule. It’s just a clarification that I confirmed with the design team because it seemed that some folks were assuming otherwise.

Shadow Lodge **

1 person marked this as a favorite.

Your Wizard is sooooo dumb that when he wants to heighten a spell......:
....he casts Levitate first.

Your Lore Warden is sooooo dumb.....:
......he washes his hand after using Dirty Trick.

Your Magus is sooooo dumb that when he joined the Dark Archive......:
......he asked how to turn on the lights.

Your Fighter is sooooo dumb that when he was told he was out of tier......:
......he asked where he could buy some more.

Your Rogue is sooooo dumb......:
......he falls unconscious when he Feints.

Your Sorceror is sooooo dumb......:
......he tried to clean the Dark Tapestry.

Your initiative is sooooo low......:
......you have the paralyzed condition.

Hey Paizo, this scenario is sooooo deadly......:
......that GMs issue chroni-kills.

Your GM is sooooo out of shape......:
.......he needs to catch his breath after a chase scene.

Your rules knowledge is sooooo basic......:
......we call you Red Box.

Shadow Lodge

My PFS Playtest Geokineticist will most likely hit L7 by the end of the month. Merry GeoChristmastist!

My gameplan is to get him to L8 or L9 and park him until the book comes out and then slowtrack play him for 9-12 scenarios.

I really do hope some of the current changes (Acrobatics, skill points, FTB bump) could be implemented into PFS play.

I also hope that when the book is released, retraining rules and costs for the abilities are released simultaneously--not a month later like in the case of ACG.

Finally, Mark, how will composite blast be handled? As it stands, there are only certain viable combos of blasts.

Shadow Lodge

(facepalm)

How did I miss that. Womp womp.

Shadow Lodge

Thanks all, I'll toy around with a few builds to see what strikes my fancy!

eta: Arcane Deed to grab Precise Strike and Targeted Strike seem interesting.

Shadow Lodge

@imbicatus: sadly a bladed scarf is not a reach weapon. However, Longarm is a L1 magus spell and easily put on a wand.

@mathwei: 1) I keep going back and forth on 18 Dex/16 Int and vice versa. 2) Yep, am aware. 3) I'm used to playing casters with low strengths, so I'm ok playing the encumbrance game (and like Imbicatus said, if I see Shadows or creatures with STR damage poison, RUN!)

@papazorro: hmmm, very interesting. I would have to devote some resources to becoming a trip build, but that's a pretty fun combo.

Shadow Lodge **

Victor, may I quote you from a different thread about a similar issue?

Quote:

Look, as PFS GMs, we're expected to stick with the Rules as Written. Even though it's dumb that a dwarven longhammer isn't in the hammer weapon group, it's rather disrespectful to expect the GM to make a special exception to the rules for you.

A GM is well withing their rights to invalidate what is probably a core part of your build. Save this build for a home game where you're GM can make a reasonable ruling, and play something else for PFS.

when the rules say something like "For the purpose of the fighter class's weapon training ability, weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups)", in PFS the GM are not allowed to adjust things like it suggests. Because you're not going to have the same GM every time, there are some sacrifices you are going to have to make in order to be able to play your characters at any PFS event in the world.

I'm just trying to play on the straight and narrow here. PP costs are a built in limiter when it comes to retraining and also can adversely affect a possible Raise Dead if gp is in short supply.

Shadow Lodge

I'm toying around with the idea of playing a Kapenia Hexcrafter Magus in PFS. However, as I am not all that familiar with the Magus or the Witch, I was hoping I could get some build advice from you fine fellows.

I understand some of my choices are not OMGDAMAGEPEWPEWPEW. I'd like to play a skirmisher who can debuff and does respectable DPS in combat. Out of combat, has knowledges and one decent utility skill (Diplomacy or Disable Device)

Human
Kapenia Dancer / Hexcrafter Magus

STR: 9
DEX: 18 (+2 Human)
CON: 14
INT: 16
WIS: 10
CHA: 7

Traits: (Disable Device or Diplomacy trait) + Magical Lineage
FCB: +1/4 Arcane Pool

L1: Magus: Weapon Focus (Bladed Scarf), Weapon Finesse, Human: Slashing Grace (Bladed Scarf)

Note: Have Brand as a cantrip via Hexcrafter for Spell Combat / Spell Strike

L3: Hex Arcana: Arcane Accuracy, Extra Arcana: Flamboyant Arcana

L4: +1 Int, Hex: Flight

L5: Bonus: Arcane Strike, Intensified Spell

L6: Hex Arcana: Evil Eye

L7: Feat: (Extra Arcana: Accursed Strike?)

L8: +1 Int

L9: Hex Arcana: Accurate Strike, (Lunge?)

L11: Bonus: (Weapon Specialization?), (Improved Critical?)

I'm really just trying to wrap my mind around balancing debuffing and DPSing. Slumber is off the table because I hate it as a player and GM.

Any advice?

Shadow Lodge **

LazarX, normally I would agree with you, HOWEVER as we run RAW, unless it specifically states to use the same rules as clerics, it doesn't count for a Warpriest. The linked post only refers to clerics.

Shadow Lodge **

On the past gameday, one of my players asked about changing gods for his Warpriest. He said as far as he could tell, he would only need an Atonement. I and a couple of other GMs asserted it would most likely involve PP costs as well as he would be changing his Blessings. I told him I would look into it on his behalf.

Currently, PFS has no official rules for changing gods for Paladins, Inquisitors or Warpriests. There is an almost 5 year old post from Joshua Frost about Clerics changing gods. However, that post technically A) only specifically covers Clerics and B) is problematic post-Ultimate Campaign.

Ultimate Campaign:

A LN Cleric of Torag (LG) has seen the diabolic light and wishes to follow Asmodeus (LE). Per the linked post, he would pay 8 PP OR 3000 gp for an Atonement to switch gods. His Cleric powers would be restored and he would then get to choose 2 new domains and recalibrate his Channel from positive to negative.

The same LN Cleric of Torag has decided law and order is bunk and Groetus (CN) is the way to go, he would pay 2 PP OR 500 gp to switch to a legal worshipper alignment on top of the 8 PP OR 3000 gp for an Atonement to switch gods. He would then get to choose 2 new domains and could opt to recalibrate his Channel from positive to negative.

However, if his fellow Cleric of Torag had an epiphany and simply wished to change his both his domains while still worshipping the same Torag it would cost (10 × his level × 5) gp AND 5 PP per domain.

Assuming the clerics in the above examples were level 5:

Cleric switching from Torag to Asmodeus.
Gains: 2 new domains, changes channel
Cost: 8 PP OR 3000 gp

Cleric switching from Torag to Groetus, changes alignment
Gains: 2 new domains, can change channel
Cost: 10 PP OR 3500 gp

Cleric changing domains, keeps god
Gains: 2 new domains
Cost: 10 PP AND 500 gp
(if they worship a neutral god and want to change the channel, add another 5 PP and 250 gp for a total 15 PP AND 750 gp)

It is actually cheaper to abandon your God than shift your focus within their portfolio!

Unless I've missed something (which is possible), I believe we need an UPDATED explanation/ruling of how to switch Gods as a divine caster (and the associated costs) in the era of UC and ACG.

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