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Seijiro's page

2,663 posts. Alias of JAF0.

Full Name

Seijiro Hakamura


kitsune rogue (pirate)/6; bard(sea singer)/2


acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10


AC20 (T 16, FF 14); HP 76/76; saves F +6, R +16, W +7; bab: 5; melee 7(+12), ranged +11; CMB 7, CMD 23; speed 30; init +6(+8); perc +11(13)(+15) mp 5/5


M 5'0, 106 lbs



Special Abilities

change shape, low light vision




Tien, Senzar, Minkaian, Common, Elven, Aquan, Infernal



Strength 13
Dexterity 22
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Seijiro

Character for Skull & Shackles Adventure Path

Picture that looks somewhat like Seijiro in his human form.

another Seijiro pic.

Link to Tomo

pic of Selenia (Udara)

Seijiro in his usual human form is a cherub-cheeked teenage Minkaian boy, with long red hair (usually pulled back in a ponytail). The tips of his hair are pale golden-white in contrast to the rest of his hair. His eyes are a deep golden brown with large pupils that almost fill his eyes, leaving only a bit of white showing. He is small at only 5' tall and slight of build, and is frequently mistaken for a girl by those who don't know him. He bears a long scar on his chest and abdomen from a crit by a sahuagin matriarch.


AC20 (T 16, FF 14) +3 armor, +6 dex, +1 AoNA
HP 76 (8d8+16 from con, +6 from FC)
saves F +6, R +16, W +7 (includes +2 ea from cloak of resist +2)
CMD 23 (5 bab +8 str + dex +10)


Melee: Brine's Sting to hit +12 1d6+6 18-20/x2
MW dagger +12 1d4 19-20/x2
dagger(thrown) +11 1d4 19-20/x2
composite shortbow +11 1d6 20/x3

Concentration: +4 to cast defensively
CMB: +7
Space: 5 ft; Reach 5 ft

racial features:

change shape;
low light vision;
+2 acrobatics;
1d4 bite attack in humanoid fox form;
3x/day: dancing lights,

rogue class features:

sneak attack 3d6;
Evasion: no damage if save vs area affect.
Sea Legs (Ex) At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites. This ability replaces trapfinding.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Swinging Reposition: At 2nd level, a pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor, when fighting in an environment where such structures exist, the rogue incorporates them into her Acrobatics checks by grabbing hold of the structure and swinging toward her opponent, making either a charge or a bull rush maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity. (replaces 2nd lvl rogue talent)
Unflinching: Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense. This ability replaces trapsense.
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Rogue's Edge (Ex) At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
lvl 5: acrobatics: With sufficient ranks in Acrobatics, you earn the following.
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
15 Ranks: You do not provoke attacks of opportunity when standing up from prone.
20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.

bard class features:

Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.
World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. 8 rds per day
Familiar At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level. This ability replaces versatile performance.
Sea Legs (Ex) At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.


Rough and Ready (+1 to hit w/improvised wpns, no pen)
Touched by the Sea (+1 swim, -1 pen on attacks underwater)
Stormrunner (+2 acrobatics on uneven ground or unsteady surfaces)


Sea Legs (bonus feat):+2 acro, swim, climb;
Weapon Finesse: (free as unchained rogue) use dex instead of str for melee bonus
Realistic Likeness: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.
Magical Tail You grow an extra tail that represents your growing magical powers. Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.
Special: You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above.
Magical Tail charm person
Alertness (bonus feat from familiar) You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Magical Tail Misdirection
Magical Tail Invisibility
Improved Dirty Trick (Combat) You are skilled at pulling dirty tricks on your foes. Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you. (bonus feat from rogue talent) Dirty Tricks

rogue talents:

Terrain Mastery - WATER (Ex) Benefit: A rogue with this talent gains a favored terrain as the ranger ability of the same name.
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Underhanded Trick A rogue who selects this talent gains Improved Dirty Trick as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty Trick (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.

unique ability:

due to your active camouflage you are able to use the stealth skill even without cover and concealment. This takes effort however and in order to match the background it takes a move action. This will improve as you level. In addition, in areas of dim light, attacks against you have a 50% miss chance instead of the normal 20%. This doesn't give you total concealment, just the miss chance.

seijiro's chameleon ability

basic mythic abilities:

Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers , another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.

Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex): Whenever you're below o hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below o hit points, you still lose hit points for taking actions , as specified by that ability. Bleed damage still causes you to lose hit points when below o hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at ist
tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d2o roll you just made by rolling id6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to
id8 at 4th tier, id10 at 7th tier, and id12 at 10th tier.

mythic trickster:

Bonus Hit Points: Whenever you gain a trickster tier, you gain 4 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.

Trickster Attack - Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

mythic path abilities:

Path Ability: At ist tier and every tier thereafter, select one new path ability from the trickster path abilities lists or from the universal path abilities lists (see page 50). Once you select an ability, it can't be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.

Legendary Item (Ex): You gain a legendary item (see page i69). This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum
to 10 abilities; the item then becomes a greater artifact.

Base Legendary abilities:
Mythic Bond: A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Legendary Power: All legendary items contain a pool of power-at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not
that creature is mythic. These uses of legendary power can be expended only to activate the legendary item's abilities. If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.
Legendary Surge: All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page i70). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item (weapon: attack rolls and cmb rolls to perform maneuvers.) The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she's
bonded to the item, she can increase that die type by one step.

lvl 1 Legendary ability: Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version, the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.

mythic feats:

1st mythic tier: Magical Tail (see std feats)


+1 rapier (Brine's Sting) +10 1d6+6 18-20/x2
MW dagger +10 1d4 19-20/x2
dagger(thrown) +9 1d4 19-20/x2
composite shortbow +9 1d6 20/x3

armor: +2 haramaki (worn under clothing)

acro 20(22,25), appr 11, bluff 6, climb 9, dd 16, disg 5, esc art 10, intim 7, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 7, prf: act 6; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9


2 daggers (one hidden in his armor, one MW),
belt pouch with his coin (106gp).
Carries his small kit of thieve's tools tucked into his haramaki for safety.
2 vials of crystal clear water (holy),
small pouch,
rabbit's foot on a chain,
2 agates, value 10 gp each,
2 hematites val 10 gp ea,
a Vial of Antitoxin,
an ornate brass knife,
2 flasks of acid,
alch fire,
tanglefoot bag,
bottle of brandy val 5 gp,
gold earrings set with a tiny ruby worth around 15 gold ea - given to Selenia
MW dagger,
composite shortbow, 20 arrows,
+2 cloak of resistance
+2 haramaki (worn under his clothing)
potion cure light wounds
potion touch of the sea x4
potion cure moderate wounds
potion of invis x2
belt of physical perfection (+2 str, dex, con)
amulet of natural armor +2,
shinobi shizoku (+2 to stealth, allows wearer to go incorporeal 5 rounds per day, Blindsight at 10' radius for 5 rounds per day),
daredevil boots of the cat, (As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.; The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.)
gloves of reconnaissance. (Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material <<no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day.>> ERRATA: 5' per round of penetration with unlimited max (actually boosts it quite a bit and still 10 rds per day?) Basically that would mean to go through 15 feet would need 3 rounds of penetration out of the 10 you have daily. The rounds need not be consecutive.)
Brine's Sting (Brine’s Sting is a slim +1 rapier with a hilt guard in the shape of a writhing purple sea snake. On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.)

(Threw 134gp, 2sp overboard to Hei Feng)


0: Det. Magic, Know Direction, Mending, Prestidigitation, Message
1: Grease, Vanish, Whip of spiders 3/day currently avail 3/3

? - 7th lvl

Seijiro and his twin brother Hijiro were identical twins who proved to be nothing alike at all. Where Hijiro was content to play by his mother’s side as a youngster, Seijiro was always running off to the river’s edge to play in the water. He was fascinated with the moving, swirling liquid stuff, whether it was a bucket of washwater, the river by his home, or his bathwater. It didn’t matter – it just had to be water.

Seijiro and Hijiro got a chance to visit their Uncle Namoki who lived near the ocean when they were eight years old. Hijiro was frightened by the sea, but not Seijiro. The waves fascinated him, as did the vastness of the ocean and from that day he yearned to go to sea. His parents, Shinji and Misao, discouraged their son’s aspirations, trying desperately to get him to do something worthwhile with his life, something preferably safer, and on land. Seijiro would have none of it, and made no pretense even of trying to appear satisfied with life on land.

When he was a scrawny kid of twelve, barely able to take care of himself, he ran away from home to join the crew of a ship. It took him almost no time to find a ship who would take him – small boys could almost always find a place as powder monkeys and cabin boys. Seijiro spent two years as a powder monkey, learning his way around the ship.

During those two years, he learned how to stay out of the way, be unseen and unheard when he needed to be, how to cadge an extra meal now and again, and even help himself to small things left untended. He likes shiny, bright things and has trouble keeping his hands off them even if they belong to others. Still, he has enough common sense not to take anything truly identifiable, slipping away with only a coin here and there, that sort of thing.

Finally, he got assigned to be a sailor on the ship’s crew on board the Hunters Moon. He was a quick learner, with great balance and an agile climber, so proved himself to be a valuable asset to the ship.

The Hunters Moon occasionally made the long journey to trade with the northwesternmost regions of the Inner Sea kingdoms, and it was during one of those long trading missions that they encountered a fierce summer storm. The ship was wrecked near a small island, where a few survivors managed to crawl out of the sea. A few weeks later, they were rescued by a passing fishing vessel, and Seijiro ended up in the Land of the Linnorm Kings, where he soon found another berth on a passing mercantile ship.

For four years, Seijiro crewed on the Mermaid’s Pearl, while he learned Common under the tutelage of a bosun who spoke Tien. He traveled from one end of the Inner Sea Kingdoms to the other on the Pearl, missing his homeland, but loving his time at sea.

Seijiro however, never really could handle any amount of liquor, and the other sailors delighted in getting the young kitsune drunk, as his antics while inebriated were of great amusement to the others. One night in Port Peril, he got so drunk, he fell asleep under a table in the tavern. His companions figured he'd sober up and return to ship by the time they sailed, and left him there as a jest. By the time he woke up, the Pearl had left the harbor, leaving him behind, with almost nothing of his meager possessions – the rest still aboard the Pearl.

Now he awaits a new berth, living on what he can pocket in the tavern, and looking for any ship that will take a poor sailor down on his luck.

Side note: Seijiro was in Port Peril for about 4 months before being shanghaied to serve on the Wormwood.

information gleaned:

map of the shackles

Things to purchase:
Supplies 1000gp

First thing is until you all build up your reputations a bit, you should probably stay to the fringes of the shackles. Bloodcove is a good port to stop at if you need supplies and you can raid the ships going to and from Sargava. Not a bad way to start off.

He starts going over some things with you but mechanically this will give you +2 on any knowledge checks regarding the shackles and politics within it for the next month.

Seijiro buys two things for the ship from his own funds: lumber for Flynn and a nice tricorn hat for Variel.
The extra lumber will be 10 gold and the tricorn hat will be 50 gp. It will give him a +1 on diplomacy checks with the crew.

Info on trading in Bloodcove: There are multiple noble houses that do a brisk trade with pirates and their goods as well as most obviously the Free Trade Square. House Umbertine is the most likely to buy arms and armor but you can find merchants for all the great houses in town that would be willing to buy your gear. House Barzoni, the current House of the Grand Admiralty; House Cartahegn, a recently risen local House known for their trade with the Mwangi; House Luxlor, a House descended from one of the original pirate founders of the city; and House Umbertine, they own Umbertine Arms and Armor and are one of the more powerful Houses along with Barzoni.

Things to buy in Bloodcove: astrolab, compass and sextant for navigational purposes. comes to 610gp

Things found on ninjas-
Multiple empty potion vials
3 potions of Cure Light Wounds
3 MW Wakizashis
29 MW Shuriken
2 tanglefoot bags
3 suits of MW Studded Leather
3 Shinobi Shozoku Suits
3 Blowguns with 3 doses of Drow Sleep Poison (not 3 each. 3 total or 1 each)
wand of grease dc 11 19 charges

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