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Secane's page

FullStarFullStar Pathfinder Society GM. 1,797 posts (1,808 including aliases). No reviews. 1 list. 1 wishlist. 14 Pathfinder Society characters.


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Lantern Lodge

If your going for a realistic feel, consider using the armor as DR rules.

Lantern Lodge

Using a bow as a large character may present problems with getting arrows/ammunition of the proper size. You may have to craft your own.

Lantern Lodge **

No worries. I do know for a fact that only one of the cards on that set is being used. Just don't want to waste them.

The cards are of the older design, but printed in color on a thick card material. Really would be a waste to not use them.

Lantern Lodge **

Thanks for the answers.

So just double checking, I can still hand out the previous numbers right?
They will still be valid for new players to sign up with?

Cos I found an old printout of these older cards yesterday, it was in a folder for a con 2 years back. One card has been given out.

I will just make sure I download and save all the numbers.

Lantern Lodge **

Thanks. The event is on the 11th of April. I will try contacting paizo over this. I just want to know the missing card numbers, as I have printed them out before, but I need to know if they are still usable.

Lantern Lodge **

We are going to host a gaming event at our local community center for Tabletop Day, where we will be running the Silverhex Chronicles.

I wanted to prep more Pathfinder Society Cards for the event, after checking that I already have 9 cards reserved in the system. I clicked the reserve 10 more cards options, but now I can't access/download the earlier 9 reserved cards??!?

The only option I see now is "Download Ten Most Recent Pathfinder Society Cards".

Is there a way to download the previously reserved Pathfinder Society Cards?

To clarify, I got 20 cards reserved, but I can only download and access the most recent 10 cards, how do I download/access the earlier cards?

Lantern Lodge **

Thanks DesolateHarmony, I had checked both the APG, additional resources, the guide to organized play and the APG and PFS FAQ sections. Just wasn't sure if there is a forum posting by PFS leadership on this topic.

Lantern Lodge **

Thank you

Lantern Lodge **

Just checking, in PFS can a druid pick up subdomains? (assuming they have access to the main domain.)

Example, could a Bear Shaman druid with access to the strength domain, pick up the Resolve subdomain?

Lantern Lodge

claudekennilol wrote:
As you've guessed, his mount is a wolf, and this choice is because this Animal Companion is also on the Cavalier's mount list
Cavalier wrote:
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

I'm only pointing this out, as PFS is very restrictive on animal companions. Options that are "Let the GM decided" don't work in PFS.

So I noticed that wolf is mentioned to be on the Cavalier's mount list. However, that is only so for small-race characters.
If your going with a human, you won't be able to pick a wolf on cavalier levels, as a medium sized race like a human can only pick a camel or a horse.

The build still works if a small race, like a halfling or Wayang, as they do qualify for a wolf mount.

In any case, if your going to get a Worg, the build can still easily go with a horse till lv 4, then grab the Worg. Which don't care about races or race size.

Lantern Lodge

I played a fighter-class archer till lv 12 in PFS. Here are somethings that might help you.

1) GET the Impervious weapon quality on your bow ASAP.
Its only +3000gp and don't take up a +1 cost slot on your bow.
Impervious makes your bow much more tougher and more importantly immune to the spell warp wood. It does not matter how powerful your bow is, if the enemy can shut you down with just one lv2 spell.

2) In addition to the Efficient Quiver, get a Handy Haversack. You will use a lot of arrows and 14 str will not be enough to carry them all. Get a HH and dump arrows into one of the side pockets in the HH. *Have craft arrows as a skill would help too.

3) Get weapon blanches and different arrow types. Get Blunt arrows to deal with skeletons and be able to deal non-lethal damage at range. Get alchemical arrows like Arrow (tangleshot) to slow enemies or Arrow (trip) to trip them. Weapon blanches are useful if you don't plan to pick up the clustered shot feat. Ghostsalt weapon blanch is a little ex, but is useful vs ghosts and other insubstantials.

3a) Buy Cold Iron arrows instead of normal arrows as your default arrows. CI arrows are CHEAP, they cos 2gp for 20, over 1 gp for 20 normal arrows. They work against demons, which are pretty common foes.

4) Consider not going with the Archer-archetype. The reason is the Archer archetype denies you access to Dueling Gloves, one of the best items for a fighter. To use Dueling Gloves, you need Weapon Training (Ex), which gets replaced by Expert Archer (Ex). Expert Archer (Ex) does not work with Dueling Gloves. (as per the FAQ.)

These are off my head. Hope this helps!

Lantern Lodge

1 person marked this as a favorite.
Bioboygamer wrote:

So, I looked at the Portable Hole, and for the life of me I can't figure out what it's supposed to be used for.....

.....It just seems odd that such a useless item is so expensive relative to the Bag of Holding that serves a similar purpose.

A Portable Hole is clearly meant to be used in combination with a Bag of Holding as a tactical weapon.

Combined they are effectively a "BABY NUKE"

By placing a Portable Hole inside a Bag of Holding, you get the equivalent of a 10-foot radius portable nuke that can remove most creatures from play by throwing them into the Astral Plane (hopefully permanently)

Together they are greater than the sum of their parts.

While there are more powerful (and expensive) options to remove creatures from play. A Portable Hole + Bag of Holding is one of the cheapest known permanent removal weapons available for adventurers.

Lantern Lodge

Hummm... this is Kingmaker right? Kingmaker has like 4 huge hex maps to explore...

Could you have been walking into a part of the map that is meant for higher level play?

Hence the blood hags are like level wall? Something meant to keep you away from that part of the map, till you are of a higher level?

Lantern Lodge **

You can't make a MW improvised weapon unfortunately.

However... You can use a MW weapon or +X weapon as an improvised weapon with the Monk of the Empty Hand archetype.

Also if you do want to make an improvised weapon character. Do pick up the Surprise Weapon, combat trait.

Surprise Weapon

Source Ultimate Campaign pg. 54
You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.

Lantern Lodge **

John Compton wrote:

Favored Class Bonus for Half-Elves and Half-Orcs

For the purpose of qualifying for favored class bonuses, half-elves are also treated as both elves and humans, and half-orcs are also treated as humans (but not orcs)—a byproduct of their respective elf blood and orc blood racial traits. Only characters that have the elf blood or orc blood racial trait count as a member of another race for this purpose.

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.

Related Point: Can I have an 18th-level animal companion at level 12?
A character’s effective druid level for determining the abilities of her animal companion (based on Table 3–8 on page 52 of the Pathfinder RPG Core Rulebook) cannot increase her animal companion’s Hit Dice above her actual character level + 1. An animal companion receives no additional abilities for its level unless it has the requisite number of Hit Dice; a character can increase her effective druid level further, though these effective levels do not grant any benefit until the character’s actual level increases. For example, a 12th-level aasimar oracle with the nature mystery and the bonded mount revelation could theoretically have an “18th-level” animal companion; however, her animal companion would only be “16th-level” for all abilities because the animal could not have more than 13 Hit Dice.

This is a conscious...

Sorry for necroing this thread.

The post above was a year ago, so have the above points appeared in an FAQ as mentioned?

I'm asking, as I'm looking around the faq and the additional resources and can't seem to find any FAQ entry or notes in the additional resources page under Advanced Race Guide.

Specifically the note under the "Related Point: Can I have an 18th-level animal companion at level 12?" which stated that "The above information will be included in an FAQ entry, and a note will appear in the Additional Resources entry for Pathfinder RPG Advanced Race Guide."

Having a player asking about how his half-elf lunar oracle works with leveling his animal companion. Would be great to know it this has been clarified.

Lantern Lodge

1) A Tavern/Bar in the middle of the Dungeon. Run by denizens of the dungeon.

So for a Lich, maybe a undead/vampires tavern? (With victims! Do the party leave the victims to die? Or figure a way to save them or bring them along.

Cos even the bad guys need a break.

Lantern Lodge **

@Michael Brock,

Thanks for the reply.

CORE has got everyone excited here in my area. Many of the older players are very interested in re-playing the scenarios.

Lantern Lodge **

@VampByDay,

A skill don't have to be a class skill to put skill ranks in.

While knowledge (local) is not a class skill to your character and you won't get a +3 if you add ranks into it, you can still put ranks into knowledge (local).

By just simply placing 1 rank in a skill you are "trained" in that skill.

A skill does NOT need to be a class skill to be trained in.

*Im assuming you are new to PF. Sorry if you already knew the above... :P

Lantern Lodge **

Again, sorry if this has been asked before, but are the upcoming Faction Journal cards going to be used in the core campaign?

Also, would there be any Faction Journal card entries there would likely be impossible to complete, due to the lack of additional resources? (Just asking here...)

Finally, if the Faction Journal cards to give access to sources? Could you use them in CORE? (I'm assuming the cards can give access to somethings.)

Lantern Lodge **

Thanks BigNorseWolf!

I was thinking of the role-play options.

Lantern Lodge **

Sorry if this has been asked before... but for Core, if you play a human, can you still pick a human ethnicity? Aka, Tien, Ulfen...etc?

Lantern Lodge

Hazrond wrote:
MRtardhole wrote:

Your favored class is a Witch. You can't favor the same class twice.

Your second favored class is only for if you plan to multi-class.
its not a second favored class, it gives you two bonuses in your favored class, so if i was playing something without a racial bonus i would be getting both +1 HP and +1 skill point

Hi there Hazrond. Sometimes it would be easier for everyone to understand if you post the full description of what you are asking about.

Fast Learner
Source: Advanced Race Guide
You progress gain extra versatility.

Prerequisites: Int 13, human.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
-----

As for the answer to your question,

If you are a half-elf witch with the fast learner feat:

Stephen Radney-MacFarland wrote:

The feat does exactly what it says it does (grammatically). If you have this feat you can either choose +1 hit point and +1 skill rank, or you can choose the alternate class reward.

You do not get your choice of two of the three, but it does not preclude you from taking an alternate class reward if you choose to do that instead.

As answered here by a developer.

So no... you cannot pick 2 alternate class reward, which is what you want.

A quick break down of the feat for easier understanding:

When you gain a level in a favored class,
1) (you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit)
or
2) [you can choose an alternate class reward.]

Lantern Lodge

FAQ. Seems like it was accidentally left out during the development from kingmaker to ultimate campaign.

Lantern Lodge

Thanks Chemlak for all this. My party just started kingdom building and the party is very impress by the tracking sheet.

By the way, I'm not certain over the district consumption, but it is house ruled in my game, as it does make sense for a larger city to make use of more resources for maintenance.

Lantern Lodge

James Jacobs wrote:
Secane wrote:

1) Its said that the Mordant Spire elves patrol and guard the islands.

So what would the Mordant Spire elves relation be like with the/any storm giants that settled on the islands?
Do they trade, war, with each other?

...

Thank you!

That's more then enough info to work on.

Lantern Lodge **

Charon's Little Helper wrote:
Secane wrote:

There was a mounted summoner playing in some local games in my area for a while too.

He wasn't using his eidolon as a mount, but was riding a flying bat. Usually for recon or to stay out of trouble, while his pets do the fighting.

Of note - technically that's not PFS legal. Per the PFS rules - you're only ever allowed one animal/pet etc which includes animal companions, eidolons etc. This is to keep the game flow going as they don't want too many extra things on the table.

Actually it is legal, since he does not summon his eidolon in combat. (His eidolon was build as a scout/rogue type and used out of combat.)

Instead he rides the bat and summons pets (example, elementals) as in via his summon monster SLA to fight in combat.

Lantern Lodge

James Jacobs wrote:
Secane wrote:

I read that Storm Giants often own large estates, farmlands...etc, employ humans and elves for work and "take charge" and protect their lands. Plus they are CG.

So where in Golarion can you find Storm Giant enclaves?

And how is the relationship between them and the people who work for them?

Aka, how do Storm Giants fit into the world of Golarion? (And her sister planets.)

Azlant, for the most part, I would think. Their human minions would variously see them as gods or overlords or heroes.

Hi James,

Sorry for bring up an old reply.
I'm planning to have the party I'm running a kingdom building campaign game for, visit the islands of Azlant in the future and I would like some information to help flesh out the location and what creatures and NPCs in the area.

1) Its said that the Mordant Spire elves patrol and guard the islands.

So what would the Mordant Spire elves relation be like with the/any storm giants that settled on the islands?
Do they trade, war, with each other?

2) The storm giants Organization entry states:
"Solitary or family (2–5 plus 1 sorcerer or cleric of 7th–10th level, 1–2 rocs, 2–6 griffons, and 2–8 sharks)"

Would the sorcerer be a fellow storm giant (CR 13 + 7-10 levels of Cleric/sorcerer/Oracle/etc) or would they more likely to be mortal servants?

2a) Do storm giants have mortal servants that serve them in a greater capacity then just farmers or worker for their estates? Like a butler, household wizard/cleric/spellcaster, or even as estate guards or bodyguards?

3) How does storm giant families treat their fellow storm giant families neighbours?
Aka, do they act more like ruling nobles of different estates?

4) If a storm giant is to... fall in love with a human or other mortal, would this be considered "inappropriate" in storm giant culture?
*This question might sound weird, but I'm planning for the storm giants to return as allies or be further involved in the campaign's story-line.

4a) How would a storm giant go about with a mortal lover? A ring of permanent alter-self? Giving the mortal lover a ring of alter self (modified for huge). Learn to shape change?

5) How does storm giants threat mortal adventurers who appear on their door step? Do they give guest rights? Or immediately ask the adventurers to leave the island?

6) What are storm giant's attitude towards the smaller races?

7) What does Azlant islands look like? Bare rocks? Magic plagued like the mana-wastes?

8) Are the islands ruled by storm giants different? Do they use their control weather abilities to make their estates livable? (able to grow crops and stuff)

9) If the giants do use their control weather abilities to make such islands livable, would this also means the abandonment, removal or death of the storm giant rule/family of an Azlant island doom the mortal servants who live on the estate? (No crops, foul weather returns?)

10) What is the weather and environment of the Azlant islands like?

11) Other then humans, elves, dwarfs and other similar sized races, what other intelligent races or creatures would likely be servants of storm giants?
Aka, what could the party expect to encounter on a storm giant estate?

Thanks in advance!

Lantern Lodge **

There was a mounted summoner playing in some local games in my area for a while too.

He wasn't using his eidolon as a mount, but was riding a flying bat. Usually for recon or to stay out of trouble, while his pets do the fighting.

Lantern Lodge

@LazarX,
As Just a Guess said, the Life Oracle's Energy Body (su) is the best example. It last for rounds equal to the Oracle's level and gives the Elemental subtyple.

Thanks for the input, Just a Guess, Charender.

Just have discussion with some fellow GMs and players. I'm going to go with it cure/removes/get rid of any condition in which you are now immune to.
Unless the condition is like a spell, environmental effect or a some external effect that causes... say... paralyze and you are immune to the paralyze effect, but are not immune to the spell, environmental effect, etc. Then the paralyze just don't affect you for as long as you are immune.

So if a PC get poison, diseased, etc and somehow gain immunity to say condition, that PC is cured.

Makes everyone's life simpler.

If there is an official clarification on this, that would be great, otherwise I guess its up to the GM.

Lantern Lodge **

I'm planning to run the wounded wisp this Saturday. Looking through the stat blocks, I noticed a couple of missing info?

The Brute is missing an attack modifier for the weapon.

And the Touched is missing a revelation? Is it supposed to be channel?

Lantern Lodge

LazarX wrote:
Secane wrote:
@LazarX, any insight into how immunity works? Does it neutralize on going conditions? Or merely suppresses them?

If you're immmune to something, you can't get it inflicted upon you. Not that many things give you a temporary immunity.

If you want a more specific answer, ask a more specific question.

It's in my original post.

What happens to any ongoing conditions that are already inflicting you, if you gain immunity to these ongoing conditions?
And what happens after you lose that immunity? Does these conditions come back?

Lantern Lodge

@snickersimba,

There are creatures and NPCs who are specifically called out to target casters first.

With 5 con, you will go down very quickly. Making you a liability to the party.

Lantern Lodge

Just a quick question... what if the angels came from a portal opening into Calistria's Domain, which is set in Elysium? Like angels that are servants of Calistria? Aka, the Goddess of lust and revenge?

Would good or evil have any chance...?

Lantern Lodge

So basically you want to recreate the The Jockey from Left4Dead2 as a PC?

Lantern Lodge

@LazarX, any insight into how immunity works? Does it neutralize on going conditions? Or merely suppresses them?

Lantern Lodge

Please don't do 7 con... ...PF is not a MMORPG, your party mates can't "draw aggro" from monsters form you.

Also could we have more info? Like:
- What Race?
- Is there any theme you are going for?
- Which faction?
- Etc?

It would really help others help you on your character.

Lantern Lodge

1 person marked this as a favorite.

Feast of Ravenmoor is great for lower level (3) characters.

Its set in a village right next to a river in a forest/swampland area and can easily be fitted into any river hex in Kingmaker.

Lantern Lodge

Seems more of an action economy problem. You do eventually get all the benefits of the style, just in round 3.

Lantern Lodge **

FAQ: Can I re-skin or re-flavor an animal companion or item? wrote:
A player may not re-skin items to be something for which there are no specific rules, and any item a character uses for which there are no stats is considered an improvised weapon

The FAQ seems pretty clear here... a scepter is not a flag...

You are however free to call/name the flag you bear a "Scepter". Everyone else would just see a flag.

Lantern Lodge

@Charender, its true those spell does say suppressed, likely as they do have an active duration.

Its the word immunity that confuses the matter. What does immunity means in the context of ongoing conditions?
If a condition is suppressed by immunity, is the character really immune?
For that matter does it means creatures/characters that are immune can become carriers of diseases/poisons? (If immunity does not actually cures the diseases/poison.)

Lantern Lodge

wraithstrike wrote:
Secane wrote:
wraithstrike wrote:

You would be no longer afflicted by the poison or the disease. You can not be afflicted if you are immmune.

If you are paralyzed you would not be paralyzed.

The only time you would have to worry about something affecting you again like that is if you only had the affliction(bad thing) suppressed, but you never actually had immunity.

As an example I think neutralize poison gives temporary immunity but states that the poison is not removed from your system. In that case you might still be poison if the spell goes away before the poison ends. However most poisons have a duration in rounds so normally this will not be an issue. If you were actually immune then you can not be poisoned.

What about situations where the immunity is temporary?

Like what if you polymorph into an elemental when you are poisoned?
Does poison get neutralized as you are now an elemental and immune to poison? Or does it resumes poisoning you when you change back?
(Assuming the poison has a long duration.)

I would say the poison should not be present since in PF you either poisoned or not. Now a real life answer would be that the poison is in you, but not affecting you, but with PF you are just not poisoned if you are immune to it.

PS: Make sure the polymorph spells actually grant poison immunity.

Oh right. Forgot that polymorph is pretty limiting.

I think the life oracle's Energy Body (Su) would be a more appropriate example. Energy body actually gives you the elemental subtype.

So in this case, you gain the elemental subtype, which is immune to poison for a couple of rounds, only to lose it later. Now what happens?

Im on the same ideal as you, that you lose the poison effect completely. But I have noticed GMs ruling it as a temporary suppression only.
Hence me posting this question on the forum.

Lantern Lodge

wraithstrike wrote:

You would be no longer afflicted by the poison or the disease. You can not be afflicted if you are immmune.

If you are paralyzed you would not be paralyzed.

The only time you would have to worry about something affecting you again like that is if you only had the affliction(bad thing) suppressed, but you never actually had immunity.

As an example I think neutralize poison gives temporary immunity but states that the poison is not removed from your system. In that case you might still be poison if the spell goes away before the poison ends. However most poisons have a duration in rounds so normally this will not be an issue. If you were actually immune then you can not be poisoned.

What about situations where the immunity is temporary?

Like what if you polymorph into an elemental when you are poisoned?
Does poison get neutralized as you are now an elemental and immune to poison? Or does it resumes poisoning you when you change back?
(Assuming the poison has a long duration.)

Lantern Lodge

Does anyone know? Or have insight on this?

Lantern Lodge

Check out the anime Gargantia on the Verdurous Planet.

It is basically what your original post is about, but set in a future earth and uses technology.

The fleets in the anime are basically raised old ships repaired for use. The ships are linked to each other with gigantic clamps, making the ships once massive city, with fleets joining up and breaking apart as needed.

Lantern Lodge **

My condolences to Rick's family and friends.

Lantern Lodge

2 people marked this as FAQ candidate. 1 person marked this as a favorite.

So, what happens if you gain immunity to an ongoing condition? And lose the immunity later? What happens then?

Basic Question: How does immunity interact with ongoing conditions? Does it cure or suppress these conditions?

Example, you gain Poison or Disease Immunity -
1) Do you get cured of the poison or disease?
2) Do you become a carrier of the poison or disease, aka immune yourself, but able to spread it to others?

And if you lose the immunity to Poison or Disease -
3) Do you regain the ongoing Poison or Disease condition? (aka, your not cured by the immunity.)
4) Gets cured by the immunity, but is now susceptible to being re-infected/poisoned.

Example 2, you are paralysed, then gain immunity to being paralyze -
5) Do you regain the ability to move? (As long as you remain immune to paralyze.)

And if you lose the immunity to being paralyze -
6) Are you completely cured of the paralysed condition? But can be paralyzed again?
7) You become paralyzed again (until the ongoing paralyze ends.)

Any clarification would be welcome.

Lantern Lodge

DesolateHarmony wrote:
4. You do gain the elemental subtype, with its lack of discernible anatomy, and so I would agree, the poison should be negated. However, expect table variation on this one.

Is there any clear rules on what happens if you gain immunity to an ongoing condition?

Lantern Lodge

Just a Guess wrote:

I'm wondering what takes precedence if your type and subtype give conflicting info.

•Humanoids breathe, eat, and sleep
•Elementals do not breathe, eat, or sleep.

So while under energy body, would you need to breathe as per the humanoid type or not as per the elemental subtype? That could be relevant for some spells or abilities that state not working on targets that do not need to breathe.

Given the limited rounds per day = to your oracle level, its likely impossible to abuse this ability.

While under the effect of Energy Body, you would have the benefits of the elemental subtype and therefore have no need to breathe, eat, or sleep, but once energy body is used up... the need to breathe, eat, or sleep will just kick back in.

Lantern Lodge **

The Fox wrote:

Beckett, please consider adding spoiler tags when discussing items on Chronicle sheets. Thank you.

An answer regarding Trusty Buddy.

** spoiler omitted **

So can Trusty Buddy....

Trusty Buddy spoiler:
Bypass all types of DR, as it is written in the chronicle sheet? Or is it limited to only DR/adamantine?

Lantern Lodge

The thing about energy body is that it is different from most "turn-into-an-elemental" powers or polymorph spells like Elemental Body.

It Does Not turn you as per the spell, Elemental Body, or states it is a polymorph effect. It just gives you the elemental subtype and a bunch of powers/abilities.

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