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Tiny Coffee Golem's page

8,320 posts. Alias of wesF.


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We have a half elven item bonded witch with the healing patron. It's working out pretty well, though he's not a melee character.


1 person marked this as a favorite.
VRMH wrote:
Because who wouldn't want to live in a home with an angry vampire, who gets loose the moment you're late with the rent?

Well, you don't tell them that.

*thinks a moment*

*starts to write a plot encounter*


Are you hitting on me?


Ross Byers wrote:

Also nothing stopping the vampire from using their dominate gaze to get an invitation.

**KNOCK KNOCK**
"Who the hell are you?"
"Aren't you going to invite me inside?" *DOMINATE*
"Yes. Please come inside."

This. The invitation weakness is a minor inconvenience at best.


Charon's Little Helper wrote:
Qstor wrote:
Yeah but the person that has a room in the inn doesn't own it. (Lawyer in me talking) I'd say its up to the GM.
So if a vampire wants to come in - he just dominates a local lord or magistrate and gets them to sign a writ to confiscate your home? Then he's free to enter?

Depends on if there's a squatters rights clause anywhere.


Charon's Little Helper wrote:
j b 200 wrote:
I would say that a rented room is not a private home, unless you live there permanently. i.e.: you are a traveler and rent the room for the night then no, but if you have been renting the room for a month and expect to do so in the foreseeable future I would say yes.

If there were various strengths of 'home' - I'd agree with you and it'd be an extremely weak barrier. That's discussed in The Dresden Files.

However - in Pathfinder it's an All or Nothing rule - and it becomes a question of where do you draw the line? It becomes too subjective for my taste - so I'd just rule that -yes- it works. (The vamp can always just burn the inn down.)

Edit: Mention of Dresden Files ninja'd.

Though I love the Dresden idea, you'd need to make a new chart for it. As it stands, you are correct. It's all or nothing. It'll be DM' discretion. I think the litmus test mentioned earlier is the best way to go.

"A litmus test: if you can, in accordance with common courtesy, enter a building without asking permission/being invited, it isn't a private dwelling."


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I like the Dresden universe take on this. There are some "barriers" stronger than others. A multi-generational home will have a strong barrier. A room rented for the night a weak one.


Ruggs wrote:

"Gamers are strongly opinionated about their hobbies."

Wait...

ARE NOT!

:-)


Kobold Cleaver wrote:
Inlaa wrote:

Hm.

What about a race with a 'glide' rather than a 'fly' ability? Let's say, for instance, we made a race of flying squirrel people or a race of bat-like people that have those folds of skin that stretch out like a glider when they spread their arms. How would that look in race points and statwise?

#PhanatonsPhorLiphe

The flying skin flaps are called patagium.

The more you know.

edit: Also, Sylph have something similar with the help of a specialized cloak. I forget the name of the cloak, but basically it's a gliding effect.


Thanks


For example, I'm making an item which casts "Bigimpressivespell."
The problem is "Bigimpressivespell" has a material component of 1000GP. Clearly you have to pay that cost when you make the item, but does it add to the time to craft.

The crafting cost minus the material component is 2000 GP.

Would this theoretical item take two days to craft or three?

Please cite sources for a RAW answer. Thank you.


_Ozy_ wrote:
Yup, good way to set up teleport gates.

If you want to make multiple items, sure. However, even that has limits and opens you up for problems.

One gate per casting and the caster has to be "Very Familiar" with the area.

Once you set up a gateway you have to defend it somehow if word gets out.

Edit: hell, a few scrolls can accomplish a gateway network.


LazarX wrote:

Does the formula work? Yes.

Would I allow it as a GM? Hell No!

I understand why you're knee jerk reaction is to say no, but think about it for a moment then answer why?

It's basically just a souped up rope trick. Sure, it can have some cool features, but you wont be able to take them out of the plane for the most part. You could theoretically pay someone a lot less to accomplish the same thing. Or buy a scroll as mentioned above.
What's so dramatically different from creating a one time use magic item to accomplish the same thing?


Game Master wrote:
Long story short, the trap rules exist to create traps, and weren't designed for use as "healing traps" or "create food/water traps" which are the most common abuses of this system. This is another way to abuse it.

I'm aware. As stated the trap part isn't really necessary. It just changes the price slightly. The bulk of the cost is the permanency effect.

On a related subject in general I like the helpful traps thing. Typically not useful for adventurers as they're wandering murder hobos, but the cost trade off is balanced by the fact that you can't move the magic item in question.

It makes it nice for permanent structures, but appropriately limited. It lends credence to the magical improvements for cities, for example.


Sandslice wrote:

This is my instinct on this.

1. A scroll of Create Greater Demiplane costs 3825 by RAW.
2. A scroll of Permanency capable of affecting 9th level spells costs 2125 + 22500 added mats cost = 23625.

For 27450, then, you can get the two scrolls. Of course, it will take 3602 full rounds to read them and produce the effects.

That's a RAW option.

Except I can't craft the scroll and it's unlikely I'll be able to buy one.

Sandslice wrote:

-----

What follows is opinion based on comparison to existing items.

The item seems to me to be similar to Well of Many Worlds, with the following change:

Instead of being a random destination that is randomised every time you move it, it always opens to a specific, custom demiplane defined by the item's creator.

I think the material cost of Permanency (22500) would be fine for offsetting the randomness.

Coffee's Portable Homeworld
Aura: Strong conjuration. Caster level: 17 (DC to create: 22)
Slot: Slotless Weight: Negligible Cost: 104500
Feat required: Craft Wondrous Item
Spells required: Create Greater Demiplane, Permanency
Cost to create: 63500 (41000 + 22500)

Except my item is one time use and the well of many worlds is mobile, after a fashion. Once created my item ceases to be an item so much as a spell effect. It's a permanent spell effect, but it's disposable per the standard flaws.


Is the below correct by RAW? That is the question. Opinions on if it should be allowed are welcome, but please keep it to a minimum and be clear when you're stating RAW vs opinion. Naturally some DM's allow custom items and other don't. Thank you in advance.

So I may have figured out a "reasonably" priced way to make a demiplane early. Essentially i'm going to use the create trap game feature to make something useful. Edit: in hindsight you wouldn't even need the trap feature if you simply made a one time use wondrous item. The price difference will change, but only by a few thousand gold. Plus you'd be able to activate the thing anywhere after you made it.

For sake of continuity and my sanity this trap will be placed on a doorway which will be the portal focus for the greater deimplane spell. Going through the doorway activates the trap. Essentially I'm going to make a trap that goes off over the course of two rounds, though if it needs to take longer to activate so be it.

Once the trap activates it creates a greater demiplane effect then casts permanency at an appropriate caster level. All demiplane features would have to be decided upon creating the item/trap.

Ta Da, Over the course of a month of so a lower level caster with a good spell craft could have a greater demiplane available for party use before 17th level.

Here's the math break down. I'm a little unsure on this part, but please let me know what if anything needs correcting.

Greater Demiplane: [Spell level 9 X Caster level 17 X 50gp (one time use; Use activated)] /2 because it's a magic immobile trap = 3825
+
Permanency [Spell level 5 X Caster Level 17 (which is probably required, but is debatable) X 50 GP (One time use: use activated)]/2 Trap = 4250 + Component cost of 22500

Total market price = 30,575 (crafting it cost 26,537 because the component cost isn't reduced)

Assuming 10th level wizard is crafting this and has Permanency available:
Crafting DC= 32 (5+ Caster level 17 +5 for being too low to cast greater demiplane +5 for not having the spell available) Lets assume our theoretical wizard can take 10 and make this check. (Class skill 3 +10 ranks+ skill focus 6 + 6 Int)

Am I forgetting anything or is all of this correct by RAW?


Thanks all


If you can cast demiplane early from say a scroll what level do you need to be to make it permanent?

can a 9th level caster who successfully uses a scroll of Greater Demiplane then cast his prepared Permanency and pay the 22,500 GP cost to make it permanent?

The spells all say:
"You can make this spell permanent with the permanency spell, at a cost of (Varies by spell)gp. If you have cast create demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell."


Muleback chords and Heavyload belt. One is effectively ant haul and the other is a str bonus for carrying only.

Belt, Heavyload
Aura faint transmutation; CL 1st
Slot belt; Price 2,000 gp; Weight 3 lbs.

DESCRIPTION

This wide leather is held together with two strands of oxen skin threaded through holes on each end.

The belt’s wearer is affected as though subject to a permanent ant haul spell.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, ant haul; Cost 1,000 gp.

Muleback Cords
Aura faint transmutation; CL 3rd
Slot shoulders; Price 1,000 gp; Weight 1/4 lb.

DESCRIPTION

These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, bull's strength; Cost 500 gp


Jiggy,

It's sounding increasingly like you're re-writing the system. Not being critical, but the idea sounds convoluted in that you'd have to redesign a lot of the game aspect. Not to say you couldn't, but it is a new rules set.


Strength boosting items.

Also, if this is your goal then an air elemental is a better way to go. Larger size (small as opposed to tiny). Plus better and faster fly speed (100' Perfect).


I wouldn't care to play a game where all items were replaced. I don't mind some of the big 6 being replaced for simplicity, but I think to do much more would overly complicate things as opposed to simplifying. Plus I like finding really cool items. Finding Points isn't nearly as satisfying.

My 2C.


Jiggy wrote:
Tiny Coffee Golem wrote:
Jiggy wrote:
Tiny Coffee Golem wrote:
I think what you're saying would work, but you'd have to build a new system.
No I wouldn't. All the prices and abilities are already there, you just make it character-based instead of item-and-money-based. What issue are you seeing that makes you think a new system would need to be built?
Perhaps I misunderstood. I thought you were talking about spending money to collect upgrade points or something. In retrospect I think we're talking about basically the same thing. The only difference being the flavor.

I'm talking about something like this:

GM: Okay, having defeated the brigands, everyone gains 213 points.
Fighter: Cool, that takes my total up to 2,102. I'll spend 2,000 of that to get a +1 enhancement bonus to all my attack and damage rolls, bypass DR/magic, and deal half damage to incorporeals.
GM: Sounds good. Now, who's opening the next door?

Basically instead of gold the GM gives you a point pool that you can only spend on stats, etc.

My concept was identical except it's just gold. The only change from the current game is that you just buy a ritual and get the stat boost. No separate pools or what not to keep track of.


thejeff wrote:
Jiggy wrote:
Tiny Coffee Golem wrote:
I think what you're saying would work, but you'd have to build a new system.
No I wouldn't. All the prices and abilities are already there, you just make it character-based instead of item-and-money-based. What issue are you seeing that makes you think a new system would need to be built?

What do you do with treasure? Do you replace all magic items? Including consumables and other non Big-Six stuff?

If I learn to make my sword burst into flame, is it just that sword? Or can I make any weapon I'm using flame?

I was just talking about stat items and Maybe (stressing maybe) base saving throw items. Basically things that are inherent to the individual. All else would remain unchanged or it'll just get weird.


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The clear winner is Casanova Frankenstein. The rest of you are just plan wrong. :-)


Jiggy wrote:
Tiny Coffee Golem wrote:
I think what you're saying would work, but you'd have to build a new system.
No I wouldn't. All the prices and abilities are already there, you just make it character-based instead of item-and-money-based. What issue are you seeing that makes you think a new system would need to be built?

Perhaps I misunderstood. I thought you were talking about spending money to collect upgrade points or something. In retrospect I think we're talking about basically the same thing. The only difference being the flavor.


Jiggy wrote:
Tiny Coffee Golem wrote:
Jiggy wrote:
This is one of the many reasons I like the idea of replacing magic items with equivalent character abilities that are "purchased" with non-monetary points. I.e., instead of spending 4,000gp on a +2 CON belt and then wondering about bathing, the economy, etc; you just spend 4,000 "points" on gaining a permanent +2 to CON for that character. Problem solved.

I like this idea. Perhaps rituals that have expense material components to imbue a willing participant with increased stats.

Edit: think that would work for the stat items and maybe a couple of other big six items?

Actually, I'm not even talking about using magic or even making it an in-character thing at all. In character, you're just growing in experience and power. Out of character, you're accumulating points (much like XP, actually) and then spending them on upgrades. You can use this system to replace damn near every magic item in the game, and fix a LOT of problems.

I think what you're saying would work, but you'd have to build a new system. Making stat boosting items into rituals melds perfectly into the current system minus the actual physical thing that is the stat booster.

Ritual costs would exactly mirror the current cost of stat boosting items and upgrades. I'd even say that if you want to do more than one physical or more than one mental that the prices reflect the combined items and not the single since you're not actually wearing anything.

But, to each their own.


Jiggy wrote:
This is one of the many reasons I like the idea of replacing magic items with equivalent character abilities that are "purchased" with non-monetary points. I.e., instead of spending 4,000gp on a +2 CON belt and then wondering about bathing, the economy, etc; you just spend 4,000 "points" on gaining a permanent +2 to CON for that character. Problem solved.

I like this idea. Perhaps rituals that have expense material components to imbue a willing participant with increased stats.

Edit: think that would work for the stat items and maybe a couple of other big six items?


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I always thought of this in regard to ring of sustenance. It takes a week to attune. Basically, if you want it to work you can never take it off.

I think about this every time I wash my hands with my engagement ring on. Water inevitably gets under it. I then have to move it up my finger, but without taking it off, to dry underneath before I slip it back into the right place.

With all that in mind I wonder how annoying it would be to shower with a circlet on. I have short hair, so it'd be easier, but still irritating. What does someone with long hair do? You'd never be able to really comb or style your hair. Eventually the whole thing would look like a rats nest.

I usually play cerebral characters, so the belt is less of an issue. However, that'd be more annoying. How would you take off your pants without removing your belt? You'd have to wear the belt as an accessory and not as a functional item. Then what if you have to wear another non-magic belt to hold up your pants. Does it count as not worn if you unbuckle it? You'd never be able to unzip your pants to pee.

My general rationalization is that so long as your touching the attuned item (ring, circlet, belt) it stays attuned even if it's temporarily in the wrong place. However, you'd want to put it back in the right spot in a reasonable amount of time.

Its weird, but I think about this stuff all the time.


Jiggy wrote:
I'm not interested in things like sleeping, bathing, and "coitus" being parts of playing a game with my friends, so I don't even bother dealing with this.

It's usually fade to black moments at best with my group, which is how I prefer it. However, it's assumed that some part of downtime includes bathing and maybe whoring if we're in a town with a brothel. Varies with characters.


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Darigaaz the Igniter wrote:
Tiny Coffee Golem wrote:
Raymond Lambert wrote:
Some people would.just use (sp?) Prestidigitation to "shower" themselves each day. Makes me think that thread about a 20 level pc being jumped while.bathing seems silly to me.
I would do the same thing IRL given the option.
It's like a magical sonic shower. You don't even have to bother getting undressed.

If I had the following:

Endure elements: Personal air conditioning
Prestidigitation: showers,etc.
Unseen servant: incidental chores
Rope trick-Magnificent mansion: Comfortable place to sleep
Ring of sustenance: food

I might not mind camping so much. Incidentally, my mages always have most of those available if not running. My group calls Tiny Hut "lazy Mages Tent."


4 people marked this as a favorite.
Raymond Lambert wrote:
Some people would.just use (sp?) Prestidigitation to "shower" themselves each day. Makes me think that thread about a 20 level pc being jumped while.bathing seems silly to me.

I would do the same thing IRL given the option.


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Though gods aren't killable I wouldn't mind seeing stats for the Avatar of the various gods.


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Here is a 3.5 item that does what you're talking about.

Rod of Many Wands (Complete Mage, 128)

This device, perhaps one of the stranger rods ever created, allows you to utilize more than one wand at a single time.

Description: A rod of many wands is made of steel and constructed in two distinct parts. The handle end, wrapped in leather, is roughly as thick as the handle of a mace, while the top end is roughly twice that in diameter. Each makes up about half the length of the rod. The upper end contains three depressions running down its length, each one designed to hold a wand in place.

Activation: In order to make use of a rod of many wands, you must first load it with as many as three wands you wish to use. Each wand requires a full-round action to load (or a move action to remove). After one or more wands are loaded into the rod, they can all be activated by a single command word unique to the rod. This utterance is a complex phrase in Draconic, and speaking it requires a full-round action, rather than the standard action normally required for command word activation.

Effect: With this rod, you can trigger multiple wands at once. Although you are not required to fill all three depressions, you cannot selectively activate the wands that you have loaded; activating the rod triggers every wand connected to it. This process drains a number of charges from each wand equal to the number of wands loaded into the rod. For instance, if you have fully loaded the rod, each use drains three charges from each wand.

Aura/Caster Level: Moderate, no school. CL 17th. Construction: Craft Rod, Craft Wand, 13,500 gp, 1,080XP, 27 days; Weight:5 lb.

Price: 27,000 gp


What are the best two cross blooded bloodlines? Orc and what?


The thing with non-magic anti magic is that they're generally fragile. The circle of salt becomes useless if you push a stick across it. Frankly, i'm not sure why that doesn't happen more. If any item you hold counts as supernatural all you'd have to do is let go and have the momentum carry it over.

hell, if I were magic I'd carry around a small Roomba and let it go whenever anyone figured out the salt trick.

Anyway, that's enough random thoughts for now.


Evolved Arcana rituals from 3.5 would fall into this category as long as you don't have to actually cast spells.


This thread has two purposes, though I suspect the first will be short lived.

1) By RAW are there any things mundane creatures can do to ward off magic. Things include circle of salt as supernatural blockers, powdered ash wood, etc. I suspect alchemical stuff will be in this category and that qualifies as long as it can be made without magic.

2) Are there any rules/systems that can be incorporated which add flavor and perhaps balance magic user's overpowered-ness. (Please don't debate if they are or not. I don't think they are, but for sake of argument lets just say they are.)

Circles of salt in the dresden files are good examples of what I'm talking about. Basically something anyone can do if they know to do it.

Edit: actually white ash wood from the MTV Teen wolf series is a better example. No need to infuse it with a fraction of will and what not.


Brotato wrote:
Tiny Coffee Golem wrote:
Brotato wrote:
In YOUR endo!
That was bound to happen eventually.
Indeed, I felt it was necessary to whip it out right at the start so that the tension was no longer there.

Probably best to use a different tactic on dates. Results may vary.


2 people marked this as a favorite.
Edymnion wrote:
Archae wrote:
Pretty much anything that wasn't human wanted to kill you.

So basically Australia.


I like the idea of a familiar, but there are only a few options with them.

1) Keep them tucked away safe somewhere which is less than useful when you're a traveling murder hobo
2) keep getting new ones as they die often
3) Spend much time and energy protecting them.
4) and of course improved familiars which change the rules a bit.


Charender wrote:
Jayder22 wrote:

There are multiple traits that give +1 CL for 1 or more spells, they do not specifically give a trait bonus, just a bonus, so you can get +2 from traits if you don't already have conflicting ones. +1 Ioun stone you mentioned. Shaman's paint gives +2 alchemical bonus to your caster level for any spells that target one or more allies (you are your own ally).

I would mention though, the spell permanency says "you must be of a minimum caster level" not "your caster level for this spell" which probably means the trait and shaman's paint won't actually help do what you are asking. The requirement is your caster level, some gm's might not allow specific spell CL bonuses to work. It's obviously not for PFS though, so just check with your GM first.

That being said, those are greats ways to boost caster level for the actual spell being made permanent. Higher caster level == harder to dispel.

Though not necessarily wrong, If think its really pedantic not to allow your caster level when you cast permanency to count. I cast permanency and my caster level for that is 13 then I should be able to make permanent anything of CL 13 or less per the permanency spell.

Edit: Do you think this is FAQ worthy?


chaoseffect wrote:
Bead of Karma from Prayer Beads gives +4 CL for 10 min/day and only costs 20,000. You would need to UMD to work it though as it is normally divine only.

That's really good. All you have to do is get UMD DC 20, but it increases caster level for all spell casting classes.

Edit: expensive, but the karma beat alone only costs 20K or 10 if you make it.


I'm looking for any and all ways to meet the minimum caster level requirements for Permanency. Preferably multiple ways that all stack.

I know there's a Ioun stone that adds +1 overall CL

There's also a trait where you pick three spells to get a +1 CL. I forget the name.

Any other ways?


Interesting way to go about converting the 3.5 thing of the same name. Good idea.

Edit: I just read it over. I think you're off to a good start, but I was hoping for a bit more. This is basically a sorcerer with more weapon and armor proficiencies. Plus the ability reduced ASF with armor.

To make it unique I might consider limiting the available spells. Perhaps Evocation and Abjuration are all available. Then the player picks one more that cannot be divination. Or something. i'm just thinking "aloud."

Perhaps so many times per day you can enlarge an offensive spell.


Would Make Whole be sufficient? It works on magic items after all. Sort of anyway.


d-reason wrote:
wraithstrike wrote:
d-reason wrote:

Okay. I've got this link after my new player's arcanist was literally drowing in water during adventure, for quite decent amount of time, and then dragged to safety by comrades. I got really few things to say, after I read whole thread:

Waterproof bag 5sp
Book Ward spell (level 2 sorcerer/wizard spell)

Be honest with yourself, and start to play character with 18+ Intelligence accordingly.

Prestidigitation will dry the pages, but writings will be lost, as inks are delicate, and focusing diagrams needs to be perfect. So remember the scout song and "Be prepared!".

P.S. When I play a witch, I buy spellbook. Why? Because I ask NPC wizards to copy some of my spells there for some fee. So later, in case my familiar die and ressurection is not an option, new familiar can be taught some of rare spells from my previous reperoir with scheme: show spellbook to wizard>>ask him make scrolls>>feed them to new familiar. Witch has 18+ Intelligence. She is smart enough to do such precaution, as 2 spells per level for brand new familiar is ridiculos.

A lot of items are "flavor" items. You still have not produced any specific rules that say how water affects a spell book. Does it need to soaked? Does it only take being in the rain for 3 seconds? etc etc

I agree that if the book is submerged for a long time it makes sense that it should be damaged to some extent, but I won't pretend like I have seen rules for it when I have not. If rules have come out then quote them. Even if there are new rules out, I doubt there were any when this thread was made.

I have Book Ward spell in front of me. And I think of Cicero. Why so? Because "existance of an exception is proving that there is a rule for which this exception was made."

Cicero used that as defining argument in court. And he won.

This spell specifies that it is making object immune to acid and fire(as via protection from energy) and making it waterproof. We know what particular book developers...

I'm not clear on why anyone thought that a spell book was anything other than paper with magical writing. Unless you do something specific to make it so why would it be anything other than a book?


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*groan*


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There are two things I can't stand.
1) intolerance
2) the dutch

Yea Baby:

In case anyone missed it that's a line from one of the Austin Powers movies. I have no strong feelings in any way for or against the dutch.


If you know you have a "dick dm" then always cast Book Ward every few days. Or if you're super paranoid just enchant your book to cast it 1/d.

Custom magic item:

Protective bookmark

Creates an effect identical to book ward for any book it's placed within.

CL3 X 2000 X 2 Spell level = 12,000 X .2 (1/d) = 2400 Market or 1200 to make.

Mechanically it casts book ward once per day automatically for any book it's placed in. That ward lasts three days. If you're fastidious you could theoretically keep three books so warded.

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