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Count Lucinean Galdana

Wraith235's page

FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 691 posts (701 including aliases). No reviews. No lists. 1 wishlist. 28 Pathfinder Society characters. 1 alias.


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Shadow Lodge *****

there is a formula for +24 on a cleric with noble scion of war

Shadow Lodge *****

ah when did this get clarified ?

Shadow Lodge *****

one thing I do for myself to make things easier on GM's who wish to do audits is to create an extra Document summarizing anything for that particular character that is from a source other than the CRB itemized by catagory
Race
Trait Feat etc.

as well as any rule thats been FAQ'd (Qinggong Monk, Various mystic theruge early access rules)

the one issue is that for wizards .. it can become a big document

Shadow Lodge *****

I too agree that the time constraints at large events makes auditing nearly impossible

my big thing is I ask if they have any major Shenanigans that they feel I should know about and then I move on from there ... most of the time what ppl believe are shenanigans are some of the bottom tier power level stuff that 90% of Big time GM's are aware of

I have had 1 instance where I probably Should have audited a character since the math was not lining up (still not sure how a bard can put out +8 to hit and damage - 6 I get ... 8 not so sure) but it was an online event and it was my fault for allowing it to slip through the cracks

Shadow Lodge *****

yes I have had a witch in the group .. and yes I have dealt with high level / High DC Slumber Hex - but even those only last Rounds / level + there are ways around it (if he has friends they can take a standard action to slap their boss and wake him up) and then he generally cannot be hexed again for 24 hours

this one is Days / level ... and restricts you to a single move action that if you cannot move 65+ feet in 1 move action AND if the scenario is not a "Fight till the death" Situation there is no way around it (mind affecting aside) AND its a 3rd level spell maybe Im missing the mark but there are very few total shutdown spells at 3rd lvl with a duration greater than rounds / level

Shadow Lodge *****

now I have no Issues with Save or Suck spells but this one gives me some pause especially within a PFS Setting

ran into a player with this spell the other day when I was running a new season 6

this particular scenario the BBEG was a "Fight till the death" in a relativly enclosed space ,and had me call the fight as soon as the spell landed and the BBEG Failed the save

1 day/ level on a lvl 3 spell that causes the target to be nauseated when within 60 feet of the designated creature is a bit overpowered

My main curiosity is if anyone else has had issues with this particular spell

Shadow Lodge *****

I asked this question a while back in Regards to Boon Companion which appears in both the Animal Archive and the Seeker of Secrets

Back when I asked the question I owned Seeker of Secrets I was Told that either Source was fine - of course both sources were legal

I also agree that this is likely an oversight

I will Also add that the PFS Field Guide is almost a MUST HAVE book

Shadow Lodge

I asked this question in the rules thread Here but got no responses

the basis of the question is - can a Spirit guide Oracle Choose the same Wandering Spirit as the mystery they selected (e.g. Life Oracle Choosing Life wandering Spirit)

Shadow Lodge *****

I have a few questions about 2 of the creatures in this scenario

Spoiler:
Chainsaw Azer and Jethzerai(a different question at each teir)

Both of these Creatures use Timeworn equipment
the Azer uses a Timeworn Chainsaw

and Jethzerai uses the following
timeworn Zero pistol,
timeworn Jetpack (Arcane bonded Item)
Timeworn inertial dampening belt

and at tier 8-9 Jethzerai has 1 level of technomancer which allows him to recondition 1 Timeworn Item into a normal technological Item

So
#1) when these creatures activate their Items the 1st time - do I roll on the timeworn chart ?

#2 the Jetpack is listed as Jethzerai's Bonded Item - Arcane bond Rules as follows

Paizo PRD wrote:

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

wouldnt that allow him to act as tho he had the Craft Technological Item (of course the question of a Laboratory is still unanswered and if the assumption is he has no access to a military lab makes this whole point moot) and make the jetpack a MW (Non timeworn) Item allowing him to recondition a different Item

#3 Assuming the answer to #1 is yes and #2 is an oversight at tier 8-9 which Item does jethzerai use his recondition ability on since he would not need to use it on his Jetpack

#4 Shouldnt the jetpack on the chronicle sheet be a MW Jetpack as noted above

#5) As per the additional Resources

Additional resources wrote:

Pathfinder Campaign Setting: Technology Guide

Archetypes: all archetypes on pages 12-13 are legal for play, except Cyber-Soldier and Techslinger; Equipment: None of the equipment is legal for play; Feats: all feats on pages 6-7 are legal for play, except craft cybernetics, craft pharmaceutical, craft technological arms and armor, and craft technological item; Misc.: Androffan may not be chosen as a known language. It may only be acquired through a Chronicle sheet; Prestige Class: the Technomancer prestige class is not legal for play; Skills: all skills on page 5 are legal for play, except linguistics (Androffan); Spells: all spells on pages 8-11 are legal for play, except irradiate, memory of function, and recharge.

Jethzerai has in his Spell book Irradiate and Recharge - assuming a Wizard exists in the Group are they allowed to Scribe these Spells and then use them even tho they are not on the chronicle sheet ?

if yes - was this an oversight
if no was this intended

as I am running this scenario this coming saturday any type of swift answers would be apreciated

Shadow Lodge *****

first - I really like this scenario and am looking forward to running iot this saturday

2nd -the map makes baby jesus cry, is there anything wrong with aligning the map up to use full map squares - I am not geometrically inclined and will murder the map otherwise

Shadow Lodge

Im gonna bet noone saw this - I hate bumping but I wouldnt mind some other opinions

Shadow Lodge *****

you couldnt false focus it anyways ... its divine

Shadow Lodge *****

A lot of people went paladin in order to bypass the DR issue - now DR is no longer a problem.

this in a situation where had the ability been this way to start the paladin choice would never have been made

Shadow Lodge *****

1 person marked this as a favorite.

the scroll in a spring loaded sheath is very much a YMMV as has been covered extensively elsewhere

I know of a table at paizocon that it came up at and the GM Ruled against it ... cost a PC the res / resto costs

Shadow Lodge *****

I have a character that plans to do this ... but there will be 0 component cost due to false focus

Shadow Lodge

TL:DR

dunno if this has been considered or not but combine it with paladin or the hellknight PrC

Smite evil/chaos = no DR

and this was on a PFS Character

Shadow Lodge

so 1st off this is a PFS Character

tonight I was examining the possibility of retraining my Life Oracle into a Spirit Guide Oracle when I ran into something

Note - Lots of Rules will be quoted and I'll be using the SRD for easy quoting

the point of question is the Following

Pathfinder SRD wrote:
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

so Lets Take a look at the spirit text from Shaman

(yes I realize that the Shaman doesn't gain the spirit ability but for this question I believe it becomes Relavent)

Pathfinder SRD wrote:

A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Pathfinder SRD wrote:
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

so the Question is - based on the Following lines of text - can a Spirit Guide Life Oracle take the Life Wandering Spirit as so many have suggested for this Archtype

Pathfinder SRD wrote:
If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

and

Pathfinder SRD wrote:
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature

Or because an Oracle does not gain the Spirit feature do they ignore it

My Gut is they Could not since the mystery must match the spirit .. and the wandering says a spirit Other than that chosen by the spirit (that must match the mystery)

Edit - cleaned up some useless text

Shadow Lodge

question about these products ... do they include Maps for the dungeons ?

Shadow Lodge *****

sorry no ... my issue is that I play there when I can ... my life schedule is rather wonky - the events are where I get my game on since I can plan around them

Shadow Lodge *****

check out the pathfinder society online collective google group ... Im expecting another event in the next few months

the events are also generally posted here somewhere as well

Shadow Lodge *****

1 person marked this as a favorite.
Tsriel wrote:
Kyshkumen wrote:
I see this complaint a lot still and I do not really see it as a valid one anymore. There is a very strong online community with 4 and 5 star gms and online conventions for both VTT and PbP, they even give out boons. The games are there you just need to look a little harder. Try reaching out to one of the Online VOs (yes there are specific VOs just for online play) who would love to show you how to get started.
That's a fair statement to make. However, not every online convention gets Paizo support. To further complicate matters, those conventions are still held to a standard that's expected for RL conventions in order to qualify being able to run special events. Speaking from experience, that's rather extraordinary for it to occur.

as a member of the online community allow me to state that what you have said ... that couldnt be farther from the truth

Joe Cabau(sp?) and now Jesse Davis, Along with Arthur Perkins and Brandon Cecil have done an AMAZING job with the online community -

there was only 1 convention online that did NOT have con support - and it was a cluster from the word go, Reporting was a mess, Organization was abysmal, it was simply NOT handled well- it was also NOT organized by the PFS online VO's and truthfully had very little to do with them (not for a lack of trying)

that said I personally have attended and GM'ed at 5 online conventions (IIRC)and in them I have played
Year of the Shadow Lodge
Bonekeep 1
Bonekeep 2
Bonekeep 3

and I have GM'd
Bonekeep 1
Bonekeep 2
Bonekeep 3
Blood Under Absalom
Race for the Runecarved Key
Siege of the Diamond City
Legacy of the Stonelords

and have recieved boons from each and every convention I have GM'd at .. and won some for playing - aside from the one mentioned above

Each Special had over 50 players signed up to play it and the total convention table count was 60+ IIRC

maybe you were a participant in the 1 con I mentioned above - and ATM I cant even remember what it was called - but if that was your only experience then I would urge you to come try again on one that the VO's put together as it is a uch different experience

edited for context and punctuation

Shadow Lodge *****

any update on if bonekeep 2 is going to become an EX ?

Shadow Lodge *****

1 person marked this as a favorite.

wanted to drop this here again in case the new seekers arent aware of it

lvl 12+ character list.

Shadow Lodge *****

just be aware ... multiple castings of deeper darkness dont stack nor do multiple castings of Daylight

and Daylight entering the area of deeper darkness returns to "Prevailing light conditions"

underground is still going to be natural darkness

Shadow Lodge *****

Nefreet wrote:
Wraith235 wrote:

-----MT to be gets to decide to follow the path of the Divine or Arcane

-----Arcane Trickster - Pick one - sneak attacker or Spellcaster
-----EK - Pick Arcane or Martial (intentionally leaving out the magus 4 EK build)
I cant remember the 4th one - Im tired
Bloatmage

I was under the impression that bloat wasn't TOO Terribly affected by this. I mean full casting progression .. 6th level entry vs 2nd sure .. but hardly a in the same catagory as the MT, EK, and AT

Shadow Lodge *****

I have a suggestion ..it likely wont go anywhere but at least its an attempt

so the typical Early entry was based on a few things if I am not mistaken - FYI I have a character that is past the Mark and will remain unchanged by this ruling

2 classes
Stats

so people want rebuilds .... Mike and John don't - and the adjucation argument is a VERY Valid reason

so why not Split the baby as it were
now this will only work for multi class access

Rather than a full rebuild - Pick one

Meaning ability to Retrain 1 Class -

-----MT to be gets to decide to follow the path of the Divine or Arcane

-----Arcane Trickster - Pick one - sneak attacker or Spellcaster

-----EK - Pick Arcane or Martial (intentionally leaving out the magus 4 EK build)

I cant remember the 4th one - Im tired

I believe this would be easy to adjudicate since if you have the preceding combinations its fairly obvious where you were going

Unfortunately .. Stats is a bigger issue ... and I recall back to the banning of 5 archetypes that stats were allowed because of 1 of those 5 - Synthesists - Those characters were TRULY unplayable after the archetype was dumped

but the original argument was "a character can be played with any stat set" and outside of the synthesist that was absolutely true

----- Edited for generalization of Roles

this suggestion ges everyone some of what they want - players get to have functional PC's without the massive expenditure of Prestige .... Staff gets a moniker of control in Limiting the abuse of full rebuilds

Shadow Lodge *****

UndeadMitch wrote:
For higher-tier antics, I really enjoyed Lost at Bitter End. It takes place in a corner of Golarion the Society seldom visits, has some good atmosphere, and has a pretty solid final fight.

I concure with this ... I would love to see more scenarios in that area

it really forces an entirely new Dynamic into things

Shadow Lodge *****

CR+1 then to include the heavy horse ?

ya that makes a lvl 3 able to buy a Tiger ... but I dont think that would trivialize combat any more than a lvl 5 PC ending up on the wrong side of a scenario at subtier 1-2 with a bunch of lvl 1's

the other Idea I was thinking would be a headache for GM's and thats to calculate subtier with non class feature animals included

Shadow Lodge *****

last tine I ran through this that phoenix kicked our trash

I took my ninja ... invis / stealth / reduce person Every buff our prty had .... and sleight of handed the ring off the guy in the middle

then turned the phoenix on them

Shadow Lodge *****

I could support increased cost for more content but IMHO 2 things need to happen

A) season based cost - I really like the .99, 1.99, 2.99 etc. Idea
B) 12+ scenarios

I have 3 characters at 12+, a 4th close and several 8's & 9's I would love to see 2 scenarios a year designed for 12-16 APL (12-13 and 15-16 subtiers)

Shadow Lodge *****

Tamec wrote:

Uh Carrion Crown was sanctioned January 2014.

Typically what I've seen is the latest AP gets sanctioned and then if the Campaign Leadership has time they finalize sanctioning of an older AP.

yup your right my brain was reading 1 and thinking another

I meant Serpent Skull

Shadow Lodge *****

Mekkis wrote:

Not only are they stupidly powerful, especially with the variants being around, they break any scenarios that rely on spells like dominate person, charm person and the like.

only tiefligs did that ... Aasimars had an alternate racial trait called Scion of humanity - they now count as humanoid for the purposes of spells

I know I personally took it on every Aasimar I ever made since I just didnt want to deal with always checking

but yes they were overpowered - especially aasimars

Shadow Lodge *****

no they are just behind on sanctioning things

we have the following were waiting on

Carrion Crown
Kingmaker
council of thieves (See Below)

Daughters of Fury
Giantslayer

ok so were really not waiting for the last 2

I know there was a cut off I just cant remember if it was kingmaker or council due to edition things

Mummys Mask was the last AP they sanctioned and it was several months ago that it was 4-5 months ago IIRC

Tears at Bitter manor was the last module that was sanctioned and it was very recent

+ you have the ramp up for Con season happening now ... (PaizoCon in July and GenCon in August) - youve seen the call for volunteers go out for both of these recently

Shadow Lodge *****

I have run the scenario mentioned previously ...

and I personally watched 1 PC Wreck the entire scenario up until the final fight it was a Heavens Oracle with Mythic Color Spray (60 ft Cone)

Encounter 2 - 1 round ... Failed save

Encounter 3 - 1 or 2 rounds - 2x failed saves from 60 ft away (those of you who know this scenario know how signifigant that is)

I agree - leave Mythic where it belongs, IMHO it has no place in PFS no matter where its placed

Shadow Lodge *****

Chicken-Chucks

Nun-chickens

Shadow Lodge *****

also the Beginning of the Wrath of the Righteous AP tells you exactly why the wardstones failed

Shadow Lodge *****

The Fox wrote:
Wraith235 wrote:
Andrew Christian wrote:
I may be mistaken, but I thought you had to actually play the tiefling or aasimar, not just simply assign a pregen credit to one.

yes you are mistaken

Blog entrey wrote:
Beginning on August 14th, creating an aasimar or tiefling character will require a special Chronicle sheet, as was the case years ago. The exception is any aasimar or tielfing character with at least 1 XP; these characters are grandfathered into the campaign.

He's actually correct.

Here are the chronicles for my -9, which was at one time an aasimar:

5/9/14: Assault on the Kingdom of the Impossible.
I played a halfling that I didn't really care for, so I had already planned to rebuild that character.

6/21/14: Risen From the Sands.
That module is higher level, so I had to apply that chronicle later.

7/23/14: Master of the Fallen Fortress.
I played Amiri.

7/29/14: The Darkest Vengeance.
I played an aasimar barbarian.

After that, I GMed a couple of scenarios, then rebuilt the character into a Core race character.

But I don't know what Andrew's point is.

apparently I missed that post , tho it is on page 14 so one would have to be really OCD or watching that thread closley to find that(I wasn't)

Sorry Andrew

but either way .. hes 1/2 mistaken - GM credits count as long as there is a notation on the chronicle sheet

Shadow Lodge *****

Andrew Christian wrote:
I may be mistaken, but I thought you had to actually play the tiefling or aasimar, not just simply assign a pregen credit to one.

yes you are mistaken

New Options.

Blog entrey wrote:
Beginning on August 14th, creating an aasimar or tiefling character will require a special Chronicle sheet, as was the case years ago. The exception is any aasimar or tielfing character with at least 1 XP; these characters are grandfathered into the campaign.

yes the discussion goes on to talk about making 10 aasimar or tieflings , and playing the confirmation an equal number of times

so there are some things that could be argued there (that's a bear I wouldn't want to poke tho)

Shadow Lodge *****

Avatar-1 wrote:
pauljathome wrote:
Robert Hetherington wrote:


I think a good general answer here would help guide individual policy.
Allow rebuilds more freely.

Agreed. John mentioned that rebuilds are jarring to that character, but I think a lot of people who've been through retraining would disagree. It's a superior option to losing the character's focus and being able to do nothing about it.

As far as sorting out characters who "didn't quite get there", the honour system should apply here to allow a minimal rebuild, using the player's best judgement. Honour system applies, everyone's happy.

TBH I agree with John and Im living proof of it

Retraining and rebuilding are 2 very different things

on my shelf is an 8th lvl PC that has been collecting dust since the Ban Hammer came down on Synthesists, Master summoners, Undead lords, Vivisectionests, and gravewalker witch (last one is an IIRC)

I've had some flitting Ideas with what to do with it ... but nothing has really stuck to the personality of the PC (it was an undead lord) and due to those rulings I have a full rebuild with the character other than the race

Shadow Lodge *****

Gnome Druid HAHA ... No

Shadow Lodge *****

to be completely honest I think the major issue with this is that these rules existed in the 1st place

yes I have one of these and so do others in my home games as well but when these rules came out every one of us said "not in my home game"

that said ... this late in the game I agree that John and Mikes decision was probably the best way to do this ... I think the only thing I would change would be to give characters through the weekend to get 1XP under that characters belt with the PRC in place as a "Nod" to GM's who have built these characters on GM Credit because we all know at least some people who GM so much that they don't get to play

Shadow Lodge *****

1 person marked this as a favorite.
Bob Jonquet wrote:
Wraith235 wrote:
only request I have is to make the update Red on the FAQ page with a Date so that its a little more clearly spelled out
Ummm, actually it is...

I was actually meaning the text of the ruling ... I didnt see red till I scrolled to the top and looked at the hyper links - my bad

Shadow Lodge *****

only request I have is to make the update Red on the FAQ page with a Date so that its a little more clearly spelled out

I personally know some people that wont go onto forums due to trolls, so telling them that the FAQ was updated and it not being in Red they wont see it and refuse to go onto the forums

Shadow Lodge

I have a question about Room 2

I have asked in the GM Forums as well but thus far no real answer either way

spoiler:
was in a discussion the other day that brought me back to this encounter with a couple questions about it Specifically regarding Resist energy or Evasion

if that thing goes off

do the PC's make 7 saves ... or 1 I can see evidence for both sides of it

I looked at the text in the Scenario and it reads like its 1 save since only 1 damage value listed (1 for each tier)

when it comes to resist energy that could be a big deal (10 or 20 off each explosion)

or evasion ... failing against 2 but saving the other 5

TBH without resist energy or evasion it wont matter ... even 1/2 damage is enough to kill almost any PC there is at that level

Shadow Lodge *****

my bad ... thought it was 8

Shadow Lodge *****

grab ability gives a +8

Shadow Lodge *****

Like I said this was spawned from another topic ... tho your adendum also has merit

Shadow Lodge *****

so Kind of necro here but had something come up in a discussion the other night that led me to a question about the ogre fight

if that thing goes off

do the PC's make 7 saves ... or 1

I looked at the text in the Scenario and it reads like its 1 save since only 1 damage value listed (1 for each tier)

when it comes to resist energy that could be a big deal (10 or 20 off each explosion)

TBH without resist energy it wont matter ... even 1/2 damage is enough to kill almost any PC there is at that level

Shadow Lodge *****

interested in the spell myself as well

Shadow Lodge

for Core no ... Non Core there is Sanctified shield from the adventurers armory

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