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Shaudius's page

Goblin Squad Member. Starfinder Charter Superscriber. Pathfinder Society Member. 103 posts. No reviews. No lists. No wishlists. 15 Pathfinder Society characters.


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The Exchange

Starfinder Charter Superscriber
Rysky the Dark Solarion wrote:
Yep. And all the classes have rules for using their special abilities, some of which are attacks. I was arguing against the idea that there's actions you can only take in combat.

The fact that all classes have specific rules for using their spells and special abilities actually cuts against your point though. If the default position was that any ability spell or action could be used at any time they wouldn't need to spell out when they can be used.

The Exchange

Starfinder Charter Superscriber

Allowing readied actions to avoid a surprise round also completely negates any possible benefit Fast Talk could have.

The Exchange

Starfinder Charter Superscriber
Rysky the Dark Solarion wrote:
By that reasoning you can’t use spells or special abitlies outside of combat. Only skills. Which just isn’t true.

Nope. The two spellcasting classes have this line "You can cast any mystic (technomancer) spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level."

The Exchange

Starfinder Charter Superscriber
Furdinand wrote:


Seem like the smarter play would have been to set the All-In price lower to make it a better bargain than the lower pledge amounts from the start (or at least low enough that the break even point hit earlier in the campaign). Right now it looks like it will a toss up right until the end. Hard not to go back and try to see if "everything" is really what I want or if I would be content really focusing on the mini that I definitely want/will use.

Its an interesting point, you can buyin at adventure(to unlock Seelah) and end up going all in later, so you can see what gets unlocked and decide its value, but the stretch goals only unlock based on the funding during the campaign not after, so you wouldn't unlock more stretch goals by upping your amount in the manager.

On the other hand, if you don't care about the KS exclusive Seelah the Paladin you can actually just pledge at $1 and go all the way up to All In during the manager.

The Exchange

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Starfinder Charter Superscriber

For kip up, I think the important thing to remember is that standing up is normally a move action and five foot step is now a move action, so theres lots of reasons to want it to be swift.

For step up, this isn't pathfinder and there's enough rule differences that saying, well I can do that with one feat in pathfinder is meaningless.

Diversion's major benefit is allowing allies to attempt to hide with stealth checks without having cover or concealment. I'm not sure what gms are allowing pcs to hide in plain sight with neither of those things.

For sidestep and improved sidestep I would say two things. The first is that because of more bounded accuracy in starfinder flanking bonus is more important which makes being able to maneuver around an opponent without AoO potentially pretty useful. The second thing I will say is that full attacks are the best dpr usually and you can't full attack if you guarded step but you can if you guarded stepped as a reaction(to get better positioning for your allies to flank.)

Are the feats you listed the best of the bunch? No. But some of them could be pretty useful, and most feats are pretty situational and especially as a soldier you get a ton of them.

The Exchange

Starfinder Charter Superscriber

I think this is a case of wait for splat. Alien Archive has a level 1 augment called a voice amplifier that gives a +2 circumstance to intimidate. I'm sure there will be more choices for gear, augments and such that will allow more specialisation if you really want it.

The Exchange

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Starfinder Charter Superscriber
Paul Houlihan wrote:
That’s an incredibly cruel comment to make. A company who’s had issues with fulfilment chooses to support a new game system, spend their space bucks to do so, and take all the risk. Your helpful comment is to crap on them? Contribute positively to the hobby, or find another hobby.

How is funding something through a Kickstarter spending their space bucks, more like they're spending your space bucks to give a product on whatever time table they end up wanting to fulfill (this isn't Ninja Division specifically this is Kickstarter generally).

It doesn't take them more to produce the minis then they are asking in the Kickstarter, you are the one taking all the risk in a Kickstarter, not the company you're funding. Its a shady business model which should not be allowed for companies over a certain size.

Now if they were doing what Paizo does and creating a product for a game without anything more than preorders then you'd have a point, but no, there's no risk to Ninja Division from a Kickstarter unless they're incredibly stupid.

The Exchange

Starfinder Charter Superscriber
Jeff Alvarez wrote:
MikeKn wrote:
I've just started getting into Organized Play (both Pathfinder and Starfinder), so I'm really hoping there will be some at PAX.
Unfortunately no, there will not be any organized play component for Pathfinder or Starfinder at PAX Unplugged this year. With it being the show's first year and our first time in their facility, we decided to come in small, get our feet under ourselves and get to know the facility, and decide how best to grow our presence for future years.

Does this preclude individual gms from running pick up games of PFS/SFS?

The Exchange

Starfinder Charter Superscriber

The racial boons released so far have language stating that "[t]his Chronicle sheet must be the first Chronicle sheet for the given character." How does this language interact with the Character Revision language on page 45 of the SFS guide.

Specifically, is a racial boon able to be added to a character that has not yet been played at level 2 or above despite it already having chronicles assigned to it.

As an added hink, how do these racial boon Chronicle sheets interact with the mnemonic editor item. If one is used to erase the first level of a character can these boons be applied even if the character has been played at level 2 or above disallowing the level 1 retraining option.

The Exchange

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Starfinder Charter Superscriber
S. J. Digriz wrote:


Instead, either you should be worried about beating a powerful opponent (stealth vs perception, bluff vs. sense motive, etc.) or succeeding at something outlandish, like engineering + medicine checks to find a way to jury rig your nervous system to an alien artifact, a survival check to live for a few hours without an environment field on a planet with an methane atmosphere, or skill checks to operate a dreadnought with just a 4 person crew. High level adventures should put you in situations where you will have to do this. The checks that you made at low levels should not get more difficult just because you're higher level.

Which is why they've admitted the scaling is off, but the problem is if something doesn't scale properly the other way something that you need to do at both levels (say piloting) is a coinflip at low level and then becomes an auto succeed at high level, which is just as bad as it becoming impossible.

rknop wrote:


My real issue is that people who aren't focused on something can accomplish it (vs. a level-appropriate challenge) at lower levels, with a good roll, and cannot accomplish it at higher levels.

Alright, so? Someone who doesn't specialize can hide versus an unmodified goblin at low levels but if they aren't specialized in hiding they can't hide versus a balor. That doesn't seem wrong to me.

The Exchange

Starfinder Charter Superscriber
Ravingdork wrote:
Micheal Smith wrote:

Combat Maneuvers are nowhere near the risk of wasting your time. REALLY. If I disarm you of your weapon You have no weapon. If you have a back up then I can disarm that to.

Disarm me you of my weapon? With only about a 50% chance of success?

That's idiotic. Unless you manage to get lucky, you may well miss, get attacked (possibly twice with a full attack), try and miss again, and get attacked again. Try again, succeed, and I pull out a backup weapon and attack you anyways.

I'd hardly call succeeding at something you have a 50% chance of getting lucky, I don't say I've gotten lucky when I challenge someone to a coinflip and I get it right. Beyond that, failing twice in a row is only a 25% chance, so more often than not you'll get it after the first time by a wide margin. And finally, while many creature you'll be fighting have backup weapons its usually one melee and one ranged, so you're probably not getting their best once you disarm their primary.

The Exchange

Starfinder Charter Superscriber
Marco Massoudi wrote:

Starfinder Masterclass Miniatures kickstarter

They are now at over $229K.

I expect the Kickstarter to end with half a million dollars by the way.
I´m curious to see how far i´ll be off.

I'm gonna go more in the neighborhood of 375 rather than 500.

The Exchange

Starfinder Charter Superscriber

Is the planned AR update release scheduled to include the previously alluded to really great plan re: additional races or are these two things separate document releases.

The Exchange

Starfinder Charter Superscriber

Have: Free Captain's Affiliation(SFS)
Knights of Golarion Affilation(SFS)
Micromissile Battery Upgrade(SFS)

Want: Broad Arc Upgrade(SFS)
Augmented Affiliation(SFS)
Light Plasma Cannon Upgrade(SFS)

The Exchange

Starfinder Charter Superscriber
S. J. Digriz wrote:


But its not just that the DCs don't scale properly, its that in many places they scale based on *your* starship's tier, not on what kind of outlandish maneuver your attempting, nor on the power of your opponent. So, in that sense, I think its fair game to bring in starship skill DCs.

But this post is about Skill DC (which I suppose Starship combat is a skill DC) but there's an entire other thread about Starship combat skill DC that has run its course because the devs has said its a thing they're going to fix.

If you think the starship combat DC system is fundamentally flawed because of using your ship's power rather than the opponents that's fine, but its not topical to what we're discussing here.

The Exchange

Starfinder Charter Superscriber
Darkling36 wrote:


On the last bit, why would energy resistance have any more effect than damage resistance? The ways to mitigate DR are mostly outside the scope of SFS play. The way to mitigate ER or flat immunity is that there are a wide variety of different energy types, so you've only got so much of a chance of being affected.

One of the best answers to tbis at least from a resistance and not immunity standpoint is the holy weapon fusion.

The Exchange

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Starfinder Charter Superscriber
Mark Stratton wrote:
They just announced the new rule yesterday. Maybe we could wait a bit and see how it impacts this balance between kinetic and energy weapons before we decide there's an imbalance that needs to be adjusted.

Sure, but since I've decided to completely abandon kinetic weapons except for neccesary backup (resistance to weapon and all fusions) at least for me I can already tell how it's going to effect balance for me.

The Exchange

Starfinder Charter Superscriber
Furdinand wrote:

Ironically, at this point making 2 Campaign pledges and getting 10 creature slots is only $20 more than All-In and results in duplicate fleets, encounters, and heroes that can be sold/traded in the aftermarket for a lot more than $20.

If I end backing this full bore I am probably going to do that depending on how many more unlocks there are.

The Exchange

Starfinder Charter Superscriber
Metaphysician wrote:


. . . because if a race *didn't* balanced out to being equal the others, it wouldn't be suited as a PC race? Paizo simply isn't going to let you pick a species that makes you intrinsically better than everyone else. Especially at this early stage of the game, where time spent supporting stuff like "level 6 start campaigns" is not time spent on basics that are far, far more important.

I don't know Skittermanders have 6 arms apparently, while there's a core race with 4, and they don't extra attacks from it as far as I can tell, 6 arms adds a lot of versatility that I would say is pretty powerful compared to what a lot of races get.

The Exchange

Starfinder Charter Superscriber
Sid De Squid wrote:
So is the same discount going to be provided to ballistic weapons? Or is there no longer going to be game balance between battery powered weapons and ballistics?

Was there ever balance between these two options RAW?

The Exchange

Starfinder Charter Superscriber
Golurkcanfly wrote:
Why aren't Elebrians (Eoxians) among the playable races?

Non-undesd eoxians (Elebrians) have been confirmed as playable in Dead Suns 3 of 6. Undead Eoxians have been confirmed as playable in the Pact Worlds book.

The Exchange

Starfinder Charter Superscriber
Scoundrel the Tiefling wrote:
Well only more powerful if I used those stats. But it never made sense Gnolls don't get any skill bonuses? You'd think they'd be good at intimidation or perception? Gnolls are scary and aggressive. And I'd think they would have better sense of smell and hearing then normal?

I mean you're free to make a more powerful race than what is presented in the core book, or even the Alien Archive, not all races and race abilities are created equal, but I believe very few, if any, races will have 2 stat boosts and no penalties in starfinder. It looks like everything will be net 2. So either you should give them a penalty to something or only one positive. The races that were +3 in First Contact appear to be +2 in Alien Archive based on the boons we have from SFS.

Looking around someone says this is the gnoll's actual Pathfinder stats:

+4 Str, +2 Con, -2 Int, -2 Cha, +1 Natural Armor, and 60 ft Darkvision. That with a bite attack is probably fine with a couple skill boosts.

The Exchange

Starfinder Charter Superscriber
Scoundrel the Tiefling wrote:
Not exactly. Vesk have -2 INT. Gnolls have negatives to NOTHING. Vesk have LOW LIGHT VISION. Gnolls have Darkvision. Vesk have +1 to all AC. Gnolls would probalby only have a +2 to KAC. And they wouldn't have a 1 point reduction to armor check penalties.

So vesks but more powerful.

The Exchange

Starfinder Charter Superscriber
Cathulhu wrote:


The problem with power armor is that it scales poorly, and the later models can only be used for tens of minutes a day. Hardly a good thing while your character is walking around, prepared for combat... Only to have the armor shut down when you need it.

That's a problem that is easily solved with a whole bunch of batteries which you can easily afford when you're of a high enough level to afford the higher level power armor.

The Exchange

Starfinder Charter Superscriber

I agree with your timeline and justification, and its what I've been posting places when people ask as well. I will say that I think for convention sake its probably easiest to say 1-02 then 1-03 for people who ask play order even though as you, imo, correctly state its ambiguous which occurs first.

The Exchange

Starfinder Charter Superscriber

Maybe this is a silly question but should starfinder superscribers who receive free pdfs of the scenerios be getting emails saying their order generated? Or are they added in some other way.

The Exchange

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Starfinder Charter Superscriber

Life finds a way.

The Exchange

Starfinder Charter Superscriber

There's pretty active discords for both pathfinder and starfinder as well as PFS and SFS.

The Exchange

Starfinder Charter Superscriber
Ikiry0 wrote:

I'd say that the Exocortex Engineers is not the switch hitter build of choice. It's the Guard/Armour Storm Soldier.

That lets you have a very minimal investment (Or even none, if bonus feats bypass stat requirements) in strength but use Power Armour to replace your strength score. That way you can go full dex and still be strong. You'll also have the extra weapon slots (From the armour) to mount both a 2 handed ranged weapon and a good melee weapon.

It seems silly to go 'Switch hitter' and ignore the equipment designed to allow you to keep your strength high without massive investment.

I'm currently debating the merits of this because while the power armor replaces your strength score it also replaces your speed.

The Exchange

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Starfinder Charter Superscriber
Disk Elemental wrote:

Considering these are the Starfinder Society forums, and the question was specifically directed at SFS, I'm quite confident when I say it'll take years. Maybe a little less with boons.

Any new races added via the bestiary or splat books won't be legal for a very long time.

Considering there are already 3 races available via boon from the splat books, I would say that's wrong and chances are good they'll be another splat race available in less than 3 months for the Q2 GM boon. They've very much said they are going for a cantina feel for Starfinder, so I think you'll actually see MORE races available and quicker to play via boon than in PFS.

The Exchange

Starfinder Charter Superscriber

Into the Unknown is more an introduction to Starfinder and 1-01 is more an introduction to the Starfinder Society. Into the Unknown is also split into 5 episodes, so its run-able as a demo, another reason it likely is run as the introductory scenario. It also has Starship combat because its an intro to the system which 1-01 lacks.

That being said, as the posters above stated when you're talking about continuity it makes sense to play 1-01 first before Into the Unknown.

The Exchange

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Starfinder Charter Superscriber
Disk Elemental wrote:
None of the rare races are currently in Starfinder (good riddance!) and if they're ever released, it'll be years down the line.

Define rare race. Kasatha were in the Advanced Race Guide. Androids were also in Pathfinder.

There will almost assuredly be Pathfinder "rare" races in Starfinder and I doubt it will take years more like weeks. Some of the 20+ races in Alien Archive will very likely be ones we saw in Pathfinder. One of them, I would bet, will be Shobhad which was a Pathfinder race.

There's also catfolk (although not sure if they're actually "Catfolk") on Vesk 6 which might be in Alien Archive. I could go on, but you get the idea.

Will there be a lot of races unique to Starfinder? Absolutely. Will there be a lot of races that were in Pathfinder that get ported over, almost assuredly.

The Exchange

Starfinder Charter Superscriber

There's an official clarification, you get the fame and reputation for one of the factions whose faction boons you possess (usually the free one but you could technically buy a second and pick between them.)

My understanding would be that the Tetrad Translator is available to purchase for anyone who is level 2(barring infamy which would make it higher) as the Society Guide is an official resource that is no the core rulebook.

As for the fame cost, not all boons are created equal, some will be more useful for their fame cost than others.

The Exchange

Starfinder Charter Superscriber
Dazz wrote:

I do feel the identifying creatures thing wasn't fully thought out thematically. Depending on the style of your campaign, you could be discovering new species on a regular basis-therefore you shouldn't be "recalling" info on them.

I personally am just changing the wording to account for that, but still keeping it as a non-action. You can look at something and figure stuff out about it while shooting at it.

Recalling Knowledge and Identifying creatures are not the same application of the skill and are covered under different subheadings.

The Exchange

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Starfinder Charter Superscriber
Bloodrealm wrote:
It doesn't take a few hours to sit a heavy box on top of a desk or kick over a table.

But it likely takes more than 6 seconds in a highly stressing situation.

The Exchange

Starfinder Charter Superscriber

Weapon fusions are not expensive compared to the WBL table.

The Exchange

Starfinder Charter Superscriber
Peat wrote:

The only restrictions Riding Saddle Mod has is around size categories. It doesn't say anything about not exceeding Bulk limits, riders costing a certain amount of Bulk, or anything like that.

Folks keep using Pathfinder as an example, but Starfinder went out of it's way to simplify carrying capacity compared to PF. It seems very counter to the design to do all that, then say 'If you're ever riding a vehicle/mount, you have to approximate your character's weight, convert it to Bulk, add your gear, then calculate the mount's carrying capacity, multiply by a modifier based on creature category etc etc.'

In my opinion it's much more likely we'll just see "This is a mount that can carry a rider equal to/X categories smaller than itself." Bulk is for gear, and a rough analog for how much you can lift/drag at a given Strength. I think we're reading too much Pathfinder into it and seeing rules that aren't there.

I agree with you that it is designed to be able to hold a rider, but I think a lot of people are looking at the bulk rules and applying them to the drone because it has a strength score and in some ways it makes a lot of sense.

How much can a drone carry if the bulk rules don't apply to it? How much can it carry with a rider?

The Exchange

Starfinder Charter Superscriber
Deadmanwalking wrote:
Slurmalyst wrote:
Mounts will need to get some bonus to their carry capacity, or else they'll need a STR of like 40 to comfortably carry a medium-sized creature. While PF is a different system, it's supposed to be translatable enough, and PF's light riding horse (STR 16) can't physically carry a PF male human of average weight (120+2d10*5 = 175 lbs.), by Starfinder rules (based on 1 bulk = 10 lbs). Even a heavy warhorse (STR 18) would require that human to be naked.

Quadrupeds and large creatures already both get increased carrying capacity in Pathfinder. Indeed, a Large Quadruped can carry three times as much as a Medium Biped of equal Str in Pathfinder.

If they just maintain that rule, that's a carrying Capacity of Bulk 24 before a Horse is Encumbered and 48 before it's overburdened.

What about a medium Strength 14 construct of unknown pedalness (there's no defined rules that say it has to be a quadraped it can even have wheels or tracks).

The Exchange

Starfinder Charter Superscriber
kaid wrote:
I looked at this last night and I am pretty sure it directly says you do not need to do survival checks when riding the drone. The encumbrance thing is a question although we do know that NPC don't use the same rules so that may be something that gets clarification in the alien book coming up.

You treat the drone as a combat trained mount which pretty clearly means you don't have to make survival checks to ride it in combat, but what about all the other mount tricks? Can it do them? Do you need to make survival checks when it does (for instance there's a trick that lets you spur it on with your feet).

The Exchange

Starfinder Charter Superscriber

Necroing this thread because I think we need some official clarification on riding drones. More than just the encumbrance but also the survival checks and whether they can use other mounted feature and if so when and if checks are required.

The Exchange

Starfinder Charter Superscriber

Having larger sized weapons do more damage would be a headache, because the system assumes the thing that does more damage is higher level and also costs more credits you'd have to design the system to be robust enough to not break when you scale the weapon up in size. I'd rather them just forgot weapon size scaling damage like they've done.

The Exchange

Starfinder Charter Superscriber
Slurmalyst wrote:

One thing I will add to the Combat Drone discussion: the Riding Saddle may turn out to be very handy in combat. My initial reaction was that it's a gimmick, but in my (limited) experience so far, Mechanics and their Drones generally spend at least one action per fight moving into firing position. The Riding Saddle effectively translates to a bonus move action every turn that you would otherwise need to move both Drone and Mechanic, which in turn translates into more actions spent firing.

Also, I was expecting there to be penalties for firing from a mount, but I can't find any.

I'd be careful with this as the rules for the riding saddle are pretty ambiguous at this point, a lot of people I've talked with are convinced you still have to worry about encumbrance, so unless you're small sized (and even then) you're probably going to be taking at least a 10 ft movement penalty and probably more likely only going to overburden the drone.

The Exchange

Starfinder Charter Superscriber
Bloodrealm wrote:
Sure, they may have defined that death makes you unable to act, but they also adopted 5th Edition's attitude toward death in that it's almost impossible to die other than through death effects, and if you do manage to die (from something other than a death effect), as long as your healer has a 4th level or higher spell slot left he can just bring you back to life next round with no consequence.

So only the second half the game.

The Exchange

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Starfinder Charter Superscriber
Xenocrat wrote:


What is a little silly, though, is the "starship combat rounds have no defined time" combined with a very defined time for drift drive engagement and recharging shields, things that very much interact with combat.

Except they don't, the intention seems to be that you can't engage drift drives during combat.

As far as shields are concerned, there are ways of repairing them in combat, but they regenerate only outside of combat timing.

The Exchange

Starfinder Charter Superscriber

Feats can only be taken more than once if they say they can be specifically since enhanced resistance doesn't have that language it can only be taken once and for good reason.

The Exchange

Starfinder Charter Superscriber

The way we've been playing it is that if you receive a weapon critical it criticals the turret and a random arc. So yes the turret takes a beating, since it's the most powerful arc because it can fire regardless of your facing this seems intended.

The Exchange

Starfinder Charter Superscriber
River of Sticks wrote:
And to be complete, being small in Starfinder has no mechanical benefits.

Depending on how much your gm is a stickler for encumberance it might.

The Exchange

Starfinder Charter Superscriber
Grey Lensman wrote:
I would imagine a longarm also gets less stares (and attention from the local law/thugs who pass for it) than a portable artillery piece.

There's a reason the Glamered weapon fusion exists.

The Exchange

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Starfinder Charter Superscriber
The Drunken Dragon wrote:


Yup. Like, even the "masterworks" of the past are actually inferior to the basics of the present. A Stradivirias violin is objectively inferior in construction to a $10 factory construct...

That isn't even remotely true, a violin worth millions like a Stadivirias may be indistinguishable from a $50,000 masterwork violin of today, but both are far superior in every measurable way to a factory mass produced violin.

Your argument is kind of like saying that a artisan's handcrafted desk from the 1800s is the same quality as a desk you put together from IKEA.

The Exchange

Starfinder Charter Superscriber
Deadmanwalking wrote:

Yeah, Heavy Weapons are legitimately better in several ways...but require notably more resource investment (an extra Feat and Str 12, later Str 14...two extra Feats for an Exocortex Mechanic).

Then exception, of course, is Soldiers who need only invest the Str.

Why two extra feats for Exocortex mechanic and only one for others? They get longarms for free, so its actually 1 feat less for them, if I'm understanding the logic correctly.

The feats you would want for max damage are Long Arm Prof, Heavy Weapon Prof, Versatile Specialization (for all the weapons you're prof in that you don't get specialization for already), Weapon Focus(Weapon), Versatile Specialization.

So to get Heavy Arms instead of Longarms its 2 extra feats, you'd be taking Versatile Specialization anyway probably, so you'd want to take Heavy Arms and Versatile Focus which you wouldn't normally though I don't feel like the second is a dealbreaker (the lack of specialization in your weapon of choice definitely is.)

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