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Soulbound Doll (Bear)

Zark's page

3,743 posts. Alias of TomJohn.




Congrats Paizo and James.

I actually had Cthulhu as my first vote and Paizo on my second.

Still, I'm happy for Paizo and I'm sure the people behind Cthulhu is happy for silver.


We need more pictures of James, because he is awesome :)

Im happy for you.


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

I know my English isn’t good but I hope I get my questions across.

There have been many threads with questions regarding Bardic Performances, Versatile Performance and other related questions regarding the bard so I think it is time for FAQ response. I thought I try to focus on the ones I think are the most important ones.

Since the Devs wants one question per thread let’s kick off with Bardic Performance


  • Am I using the Performance skill when I use inspire courage and other Bardic Performances that don’t require actual skill rolls?

    This question isn’t only restricted to the core bard with his Inspire Courage, Inspire Competence, Dirge of Doom, Frightening Tune, etc., but the question also pertains to archetypes and their Bardic Performances such as the Savage Skald's Incite Rage (interesting enough The bard cannot target himself with this ability), the Dirge Bard's Haunting Refrain, The Sound Striker's Wordstrike and Weird Words, The Archeologist's Archaeologist's Luck, etc.

The answer is especially important if the Bard is a multiclassed barbarian/bard or if he accepts a Skald’s ranging song (but it is also interesting from a fluff/role playing perspective)

I know a lot of people say it the Bard is not using the Performance skill since no roll is involved, but I think he does use Performance skill.

PRD wrote:


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. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.

“Bard is trained to use the Perform skill to create magical effects” seems to indicate that he is using the perform skill when using Bardic Performance.

“Each bardic performance has audible components, visual components, or both” also ties up with the different kind of performances skills listed under Versatile Performance:

PRD wrote:


The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

True that most performances do not state that an actual Perform skill check is made, but they do involved a performance all the same.

PRD wrote:


Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), […] Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

My gut tells me a bard shouldn’t be able to spam all kinds of bardic performances when raging. The Savage Skald's Incite Rage ability seem to indicate that, but if he can I would be more than happy.

Please FAQ for an official response.


Hi.
Last week half our party was killed so me and my friend are creating new characters.
I have never played a Druid and I Think it would fit the Group so I thought I should give it a try. I usually play Bards or any class with high Charisma (Bard, Socerer, Cleric, Paladin, Rogue) so this will be something different.


    The two survivers are:
  • Elf alchemist with good stats (high int and dex). He rolled well. He has focused of bombs. He has maxed out a lot of knowledge skills. I think arcana, Nature and local.
  • Gnome Oracle, Battle mystery. Highly un-optimized. Rolled very poorly and used to be a Half-elf but got killed and reincarnated. He uses a long spear. Has maxed out intimidate and knowledge religion.

The killed characters were:


  • fighter using THW.
  • my Paladin and his Bard cohort.

My friend is going to play a Samurai focusing on descent Str and even stats (no dump stats).

So here is what I plan for my character:
Class: I’m going to create a Druid. Either a vanilla druid or a Menhir Savant archetype. I plan to make my Druid a Caster. He will focus on utility, scouting, buffing and Battle field control and some occasional blasting. One of the reasons we often get into trouble is that we seldom scout. I plan to pick a trait that grant stealth as a class skill.

Animal Companion: I think I pick a Wolf as an AC, but I’m not sure. I want an AC with only one attack since it is more practical. The only downside to the wolf is that it is large (but still don’t have reach).

We won’t roll the stats this time. We use 20 PB and two traits. One must be campaign trait (we use the campaign traits in the APG).
stats: Str 10, Dex 14, Con 14, int 12, Wis; 20 (16 +2 +1 +1), char 8. Or should I swap Str and char?
Feats: Must have feats: Spell Focus Conjuration, Augumented Summoning., Nature spell
Others I plan to pick: Improved Initiative, Spell penetration, Extra Trait or Combat Casting

Skills: I plan to focus on knowledge Nature, handle animal, Perception, Stealth and survival. Then add some ranks in other class skills and perhaps one or two ranks in Knowledge Dungeoneering and some ranks in linguistics.
Treantmonk's guide claim that you should pick up Undercommon and sylvan because it will allow you to communicate with a number of creatures on your Summon Natures Ally list. What creatures are he referring to?
Should I max knowledge nature with an Alchemist in the party that already got it maxed out? Any other advice on skills?

Trait: A trait that grants me stealth as a class skill. Also I wouldn't mind a bonus to concentration checks and initiativ.

Any advice on feats, AC, Magic items, skills etc. would be highly appreciated.
I really want medium armor with high AC and low ACP. What is the best choice?
Any cool druid feats?
Any other cool Animal?
Any good Conjuration spells?
Any good advice on summons?
Any good traits?
Any cool magic items for Druids?
vanilla druid or a Menhir Savant archetype? I Can't really see any big advantage with the Vanilla Druid. Amything that I'm missing?


My frind is going to play a Samurai so the simple question is: are there any Cavalier or Samurai feats that tie directly to their class abilities?

Paladins got feats tied to smite evil, lay on hands, their auras, their spell casting, etc.
Clerics got feats tied to their Channel energy and their spell casting
Fighter go fighter feats.
Barbarians got the extra rage feat and the extra rage power feat, etc.

So what about Cavalier and Samurai? Any feat that grants a bonus to hit or saves when using Challenge?
Anything improving the bonus from the Banner?
Is there anything?


Are there any good magic items for Bards and Oracles?

I can’t help noticing that some classes get a lot of toys and some don’t.

Bard and Oracle seems to be lacking some good magic items.
I now charisma boosting items, magic weapons, cloak of resistance and other basic items are good.

We are level 7 and we have a level 5 Bard cohort, but I’m not only asking for items fit for a level 7 party since we hopefully will be gaining new levels :)

Items must be Paizo only, preferably from the core book line, but feel free to post anything as long as it is from Paizo.

I’m primarily looking for stuff directly related to the two classes and their class abilities, but stuff that grants more spells known, more spells per day and DC is obviously welcome.

Also, stuff that boost weak fortitude saves are a most welcome since I haven’t been able to find anything else but con boosting items.

Our Battle Oracle is a Gnome (sort of) that uses a long spear.

Our Bard is Dirge Bard that don’t really use weapons, but is more of a jack-of-all trades kind of a bard specialized in buffing and de-buffing (spell focus enchantment and spell focus Necromancy).


Hi!
I working on a Rammstein Compilation for a friend of mine.

At first I thought I just buy him the "Made in Germany" album, but when I checked out the track listing it was not to my liking. I didn’t like the running order and it lacked important tracks like “Sehnsucht”, “Wollt Ihr Das Bett In Flammen” and “Benzin”, but contained weak tracks like Pussy and Haifisch.

I personally like to add the two more obscure tracks “Los” and “Te Quiero P*ta” to the compilation.

I’m not really a big fan of slower tracks like Rosenrot, Mutter and Ohne dich, but I guess it is good to include some tracks to help the stylistic flow of the album sequence by providing contrast or relief.

I plan for the compilation to be between 75-80 minutes.

Any help would be appreciated.


So we are finally starting with a new Pathfinder campaign.

Edited stuff:

The party consists of:

  • a Melee Paladin (Divine Defender archetype)
  • a Ranger (an archer, archetype unclear)
  • a melee Cleric (Probaly with some buffing abilities - so not a healer)
  • my Sorcerer (Wildblooded, Sage/Arcane bloodline).

    The other players are casual players, so with except for the paladin, ther other characters probaly won't be optimized.

    We rolled our stats, we get two traits and one has to be a Campaign Trait. We usually use Hero Point, but not in this campaign.

    Race: Human
    Gender: Male
    The stats I rolled:
    Str 14
    Dex 14
    Con 11
    Int: 16
    Wis: 14
    Char: 7

    I can swap two stats. I thought I swap con and wisdom. I know swapping con and Str is probably better. I’m not sure what I should do with high Str or high Wisdom, but flavor wise low wisdom is more fitting. He worked at a pawnshop on his spare time when he studied, but found out after some time he really worked for a fence, so I want him to be a bot gullible.

    Traits:
    I have picked Magical Lineage: Fireball.
    The Campaign Trait is from the APG, but I haven’t decided on it yet.
    I’m leaning towards Favored Son (Tavern Owner or Sherriff) or Outlander (Lore Seeker or Exile).
    The Favored Son is more fitting flavor wise, but Lore Seeker or Exile is more powerful.

    I have no Idea what feat I should pick. I’m considering extra traits so I can pick some more traits.
    I find the Arcane bloodline feats really problematic (Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell). Both Combat Casting and Improved Initiative are feats that most casters want to get as soon as possible. As a blaster you really want Improved Initiative as soon as possible, but at level 6 the latest. The rest of the bloodline feat, with the exception of Spell Focus, are kind of meh.

    So I want to be a blaster, but also a versatile Sorcerer with a lot of utility spells, stuff like Grease, Glitterdust, Invisibility, fly, Sleet Storm, Dimension Door, Arcane Eye, Wall of Stone, etc.

    A bit like a Sorcerer and a Wizard rolled into one. Can this be done?

  • What feats are good picks?
  • Should I pick Improved Initiative at level 7 or pick it at level 1 or perhaps at level 3.
  • What feats do I need to be a decent blaster and when should I pick them.
  • thoughts on spells?
  • Thoughts on magic items?
  • Other advice?


  • 36 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

    The Question is simple.

  • Should you get a +3 bonus or a +2 bonus on weapon damage rolls when wielding a two handed weapon if you gets a +4 temporary increases to Strength score?

    The rules seem to indicate that a temporary increase to Strength should not increase the relevant ability score when it comes to calculate damage it just gives a fixed +1 bonus to damage for every two points of increase to strength.

    PRD wrote:


    Ability Score Bonuses
    Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.
    Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.
    […]
    Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

    The question was brought up in the thread Enlarge Person - Am I overthinking this?.

    Either RAW I Core Book is right and the NPC Codex needs errata since it grants Amiri a +3 to damage or the Core book needs errata.

    If Raw turns out right then A TWF character will gain +2 damage on offhand weapons with a +4 giant's belt, until he wears it for 24 hours, in which case that damage increase reduces to +1. This mean it would be better to remove it every 23 hours if you are a TWF character.

    Also, Amiri and any other character using a THW will also be greatly affected.


  • Perhaps a stupid question, but does dim lighting provide any concealment against an opponent with low-light vision?

    I always assumed creatures with low-light vision could see in an area of dim light without penalty, but apparently there is no rule that support this.

    I know that creatures with darkvision can see in an area of dim light without penalty, but the rules are unclear when it comes to creatures with low-light vision.

    I have a missed something?


    Hello.
    I need some advice on my cleric. At first at created a wizard, but our party was TPK:ed so when we started over I thought I created a divine caster with channeling.
    Rumors say that The APG we are playing now has a lot of Haunts and undeads. At first I planned on playing an male gnome or human Oracle of Life, but I switched to a female human Cleric.

    edit:

    Our current party consists of:

  • My Pharasma cleric
  • Dex Rogue (scout archetype). Level 4. He has very few hit points. Bad rolls, low con, and I believe FC to skills
  • Strength based Magus (core). Level 4
  • Strength based Barbarian (Elemental Kin archetype for pure role playing reasons). Level 4.

    All players are casual players, and no one is really a power gamer except perhaps me. Oddly enough I'm playing a healer even though I don't believe in the healing concept. More of that later. Here are her stats:

    Alignment: N. She will probably drift towards LN or NG, but I'm not sure yet.

    Str : 12
    Dex: 12
    Con: 12
    Int: 12
    Wis: 18 (17+1)
    Char: 14

    Traits:
    Rich Parents: your starting cash increases to 900 gp.
    Focused Mind: +2 trait bonus on concentration checks.

    I know Rich Parents is a crappy trait, but it fitted (Her father is a cleric. Her mother is a promiscuous Sorcerer) and it saved us another TPK.

    Her Feats:
    1 Toughness, Human: Selective channeling.
    3: Extra channeling.
    5?
    7?
    9?
    11?
    13?
    15?

    I found out that Selective channeling was a bit pointless when you fight a lot of undeads, but obviously we won't just fight undeads. At level 3 I didn't know what to do. She's not good at melee, since she is built as a caster and make her an archer now would cost too much. One of the player suggested extra channeling since the group needed the healing and since my cleric didn't have that many spells per day yet.

    My plan was to make her a caster. I've played cleric before and seen others play them to and know that channeling is great at lower levels, but usually a weak option past level 5. Past level 7 it's more or less useless in battle.

    So my plan was:
    At lower levels (1-5) Use spells and channel and some scrolls.
    At mid levels (7 -10) focus on spells and use summons.
    At really high levels: say level 11-15 focus on summons and use spells.

    I sooner or later I probably want quicken channeling. Doesn't have to be now. What's great with quicken channeling ? I can cast a spell and channel the same round. With quicken spell/quicken rod and quicken channeling I can cast 2 spells and use one channel in one round. Also What I like with channel is that Spell resistance doesn't apply. Nice if you summon stuff with SR or if anyone in the party has SR.

    I later will get a Phylactery of positive channeling, but make it slot less so I can use a head band of wisdom. I also going to get an Ioun stone of char.

    here is the deal: I like AS (Augment Summoning), but I don't like Spell Focus (conjuration). Are there any good conjuration spells if you are a cleric? We use Core book, APG, UC and UM.
    I haven't asked GM if we are going to use The Inner Sea World Guide and/or Inner Sea Magic.
    Are there any good spells in Inner Sea Magic? Any good conjuration spells in UC or UM? I have UC and UM but I haven't found any nice conjuration spells.

    I just feel playing two levels with a feat I can't use just so I can get AS is a bit rough. Also, I guess I want a lot of other feats. Like reach spells, spell penetration.

  • So should I get AS?
  • When should I Pick it, that is when should I pick Spell Focus (conjuration) so I later can pick AS?
  • Are there any good conjuration spells?
  • If I shouldn't pick SF (conjuration) + AS? What should I pick instead?
  • When should I pick quicken channeling? Should I even pick quicken channeling?

    Any and all advice is greatly appreciated.

    /Zark


  • Hi.
    A friend of my is planning to build a Magus.
    We will have four characters in the Party
    Rogue: ?
    Barbarian: THW: Str 18, dex, 14 , con, 14, wis 12, char 8.
    Cleric of Pharsma. (str 12, dex 12, ,con 12, wis 17, int 12, char 14). Will focus on spells: bufsfs, summons and battle field control.
    Magus:?

    Race: Probably human. Perhaps half-elf or elf, but my bet is human.
    20 point buy and two traits.
    We use only core stuff: Core book, APG, UM, UC.

    If he wants a Magus that isn't too complicated to play what should he do? He is not a power gamer.
    The player probably won't like to focus on scanning every spell list in all four score books.
    My guess is he wants to focus on melee and perhaps just once in a while drop a fireball, haste and some buffs, etc.
    So is The Magus complicated to play? How high does the int have to be. How much str?
    Vanilla Magus or an Archetype?

    Advice is greatly appreciated.


    1 person marked this as a favorite.

    Hello.!
    I'm creating a Life Oracle for a our current campaign.
    I'm actually one of those that think the healing concept isn't very useful, but I'd like to try the Life Orcale.
    We use 20 PB and 2 traits.
    We just had our last party killed due to bad research, bad tactics and really bad rolls. (Our barbarian roll 1 three round in a row!)

    Next party will start at level 1 and will probably consist of:
    Paladin, Barbarian, Alchemist and my Life Oracle.

    As I understand it the campaign will have a lot of undeads and haunts. It's a campaign with a horror flavor.
    So far this is what I have come up with.

    Personality: A friendly person who like all living things, even animals. He hates undeads, constructs and anything unnatural. He is a bit absent minded, but takes honor seriously. If you promise someone to help, you should follow it thru. He doesn't really hate evil people, but dislike evil as a principle.
    I have this idea that he is a bit eccentric and thinks he has some gnome blood in him (aand perhaps he has?). Although I'm not sure how he could have a gnome in the family, even if it was way back when. This is purely flavor wise. Any suggestions how this could be possible - without being farfetched - would be great. If not, I probably drop the idea. Or perhaps he grew up with gnomes?

    Sex: Probably male
    Race: Human
    Favored class option: Bonus spells
    Class: Life Oracle
    Alignment: Neutral to start with, he will probably switch to LN or NG.
    Ability Scores:
    STR 11
    DEX 14
    CON 14
    INT 12
    WIS 10
    CHA 17 (15+2)
    Oracle's Curse: Lame. I have Hugo 'Hurley' Reyes (from Lost) and House MD as inspirations so it sort of fits.
    Revelation: at level 1: Channel Energy. at level 3 he will probably pick Energy Body.
    Traits:
    1: Something that gives him knowledge Local as a class skill.
    2: ?
    Skills: Heal, Diplomacy, Knowledge local, Knowledge local religion, Knowledge (history) and Spellcraft
    Feats:
    1: Selective Channel
    2: ?

    Spells: Bless, CLW + ? Last spell will probably be protection from evil, or Magic Stone, but I'm not sure.

    At higher levels he will focus on summons So eventually he will pick spell focus conjuration and Augment Summoning.

    So what should he do at lower levels during battle? Sling, Cross bow? I don't really want to invest in a lot of archer feats. Our DM is kind enough to let Point Blank Shot and Precise shot apply to spells (rays /range touch attacks), but still that is two feat.
    My Oracle will probably pick Searing Light, but are there any other good ray spells in UC or UM?

    Is there a feat that lets him expand is spell list so he can pick a druid, bard or wizard spell? Clerics doesn't really have any good conjuration spells or rays.

    Are there any new good Cleric or Oracle spells in APG, UC and UM. I Have them as books/PFD but there are always a risk you actually miss some gems in the books.

    Any advice will be greatly appreciated.


    16 people marked this as FAQ candidate. Answered in the FAQ.

    The Alchemist have a problem. An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Nice, but the Alchemist got to store these items somewhere, rigyt? And:

    Moving or manipulating an item is usually a move action.
    This includes retrieving or putting away a stored item,
    picking up an item, moving a heavy object, and opening a door.

    Table 8–2: Actions in Combat
    Retrieve a stored item
    Attack of Move Action Opportunity: Yes

    So retrieving a potion/extract/mutagen is a move action that provokes attacks of opportunity.

    Then he got to drink it:

    Drinking a potion or using an oil is a standard action.
    The potion or oil takes effect immediately. Using a potion
    or oil provokes attacks of opportunity.

    attacks of opportunity again.

    Now here is a paradox
    The Chirurgeon
    Power Over Death: At 10th level, a chirurgeon adds breath
    of life to his formula book as a 4th-level extract. His infused
    curative ability applies to this extract.

    Well he can't drink an extract if he his unconscious, but he could try and help a dead friend and administer a potion to an unconscious ally. Problem is, he can't.

    Breath of life:

    School conjuration (healing); Level cleric 5
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration instantaneous
    Saving Throw Will negates (harmless) or Will half, see text; Spell
    Resistance yes (harmless) or yes, see text
    This spell cures 5d8 points of damage + 1 point per caster level
    (maximum +25).
    Unlike other spells that heal damage, breath of life can bring
    recently slain creatures back to life. If cast upon a creature that
    has died within 1 round, apply the healing from this spell to the
    creature
    . If the healed creature’s hit point total is at a negative
    amount less than its Constitution score, it comes back to life and
    stabilizes at its new hit point total. If the creature’s hit point total is
    at a negative amount equal to or greater than its Constitution score,
    the creature remains dead. Creatures brought back to life through
    breath of life gain a temporary negative level that lasts for 1 day.
    Creatures slain by death effects cannot be saved by breath of life.
    Like cure spells, breath of life deals damage to undead creatures
    rather than curing them, and cannot bring them back to life.

    My bold.


    In order for the spell to work the ally must be 'cured' within 1 round of his/her death but:

    A character can carefully administer a potion to an
    unconscious creature as a full-round action
    , trickling the
    liquid down the creature’s throat. Likewise, it takes a fullround
    action to apply an oil to an unconscious creature.

    Even if the alchemist could administer a potion to an unconscious creature as a standard action it would not help unless the alchemist know who is going to die and when.
    Move action: retrieving a extract
    Move action: Move to the dead ally
    standard action: administer a potion to an unconscious:

    Even with Handy Haversack things don't change.

    Retrieving any specific item from a haversack is a [/b]move
    action[/b], but it does not provoke the attacks of opportunity that
    retrieving a stored item usually does.

    I like the APG but there are some stuff that I don't get. The witch didn't get any protective spells (except for mage armor so she is easily burned at the stake) and there are no potion belt in the equipment section of the book. Potion belt is probably not OGL, but Pazio could create utility belt or an Alchemist's belt. A belt with XX slots. Alchemist could perhaps use if more effectively and thus getting more slots out of it. Perhaps there could be master work versions of it with more slots.

    belt spoiler:

    Scroll could occupy one slot.
    extracts/potions/oils two slots
    holy water/ Oil (1-pint flask)/Acid/ Alchemist’s fire three slots.

    Or just a belt with XX slots for extracts/potions/oils
    Drawing a potion from the belt could be a free action or s swift action.

    My suggestion is:
    A) Create an Alchemist's belt or a utility belt
    B) let the Alchemist be able to administer a potion to an unconscious creature as a standard action.

    If there is something I have missed, my bad.

    BTW: Haste only affecting the Alchemist, not his alleys, make the spell rather weak.


    17 people marked this as FAQ candidate.

    Does the Furious weapon ability counts for bypassing DR?
    Is there an official reply?


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

    Does death ward protect against ability drain?
    The spell does say so and ability drain isn't energy drain nor a negative energy effects.

    Unlike The Shadow's Strength Damage The Wraith's Constitution Drain isn't listed as a negative energy effect.

    Is there an official answer somewhere?


    1 person marked this as FAQ candidate.

    I got some question regarding some of the fighter archetypes and I probably create a thread regarding some of the Barbarian archetypes.

    First I must say I really like the fighter archetypes. I think they and the ranger archetypes are really good and versatile.

    So here are the questions.

    Free Hand Fighter.

    Singleton: Can the he use a ring of force shield?

    Timely Tip: Is he using his free hand to do this? I guess he is. Does he have to pick Improved Unarmed Strike and Improved Disarm to do this or is Timely Tip a special ability that doesn't require Improved Unarmed Strike and Improved Disarm?

    Interference: Is he using his free hand to do this? I guess he is. Does he have to pick Improved Unarmed Strike and Improved Disarm to do this or is Timely Tip a special ability that doesn't require Improved Unarmed Strike and Improved Disarm/ Improved Trip.

    Reversal: Same questions as Interference.

    If the FHF doesn't use his free hand to do all the cool stuff must he use a trip or disarm weapon?

    There is a similar confusion with the Barbarian Knockdown rage power. Does the Barbarian need a trip weapon and Improved trip. If yes, why anyone pick this rage power. With trip weapon and Improved trip she can do this anyway.

    Mobile Fighter:

    Leaping Attack: "moves at least 5 feet prior to attacking" = 5 foot step?

    Leaping Attack: If he can't take a 5 foot (difficult terrain, staggered, etc) he obviously lose the bonus, but when he moves does the bonus stack with rapid attack?

    Rapid Attack: does a hasted level 11 mobile fighter still get the bonus attack from haste? If yes is it at BAB 11? Move + BAB 6, + BAB 1, + BAB 11?

    Two-Handed Fighter
    Overhand Chop + Backswing: "Adds double his Strength bonus" Is it on top of the normal Strength bonus or instead of. I guess it's instead of, but unlike Greater Power Attack it doesn't specifically say so. ( Power Attack is doubled (+100%) instead of increased by half (+50%)." ).

    ---------------------------------------------------

    Next week I will create a new thread on "why can't Half-orks, Gnomes, Elves and Half-elves play The Totem Warror Barbarian."

    /Kind regards Zark


    I will make this short.
    I've started to read the APG and I'm slowly getting a bit worried.
    Some of the stuff really seem broken.
    Point-Blank Master is too good and really breaks the game and game tactics. It's the same as giving spellcasters Improved Combat Casting.
    Improved Combat Casting
    Benefit: You do not provoke attacks of opportunity when casting spells or use spell-like abilities.

    Is this just bad or really bad?
    I could see Point-Blank Master being acceptable if it was usable 3 times per day or something, but always on? This need to be fixed.

    Point Blank Master feat spoiler:

    Point Blank Master (Combat)
    You are adept at firing ranged weapons in close quarters.
    Prerequisite: Weapon Specialization with selected
    ranged weapon.
    Benefit: Choose one type of ranged weapon. You do not
    provoke attacks of opportunity when firing the selected
    weapon while threatened.
    Normal: Using a ranged weapon while you are
    threatened provokes attacks of opportunity.
    Special: Starting at 6th level, a ranger with the archery
    combat style may select Point Blank Master as a combat
    style feat, but he must have Weapon Focus instead of
    Weapon Specialization in the selected weapon.

    And if I got it right Shadow Strike + Greater Blind-Fight makes it possible to sneak attack invisible creatures.


    4 people marked this as FAQ candidate. Staff response: no reply required. 3 people marked this as a favorite.

    Reading the rules on Ability Score Damage, Penalty, and Drain and looking at some of the spells have got me confused.

    Edit:
    Damage: This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability. For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.
    Ability damage can be healed through the use of spells, such as lesser restoration.

    Penalty: While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

    Then the text goes on listing how damage (and Penalty) affects each Ability.

      Charisma: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy.

    Reading these examples and the text on Ability Score Damage/Penalty there is nothing to indicate that the ability to cast spell is affected by ability Score Damage or Penalty, on the contrary. The text clearly says “damage does not actually reduce an ability” . As for Ability Score Penalty: “penalties function just like ability damage”, but they are less serious since ability score penalties cannot decrease your ability score to less than 1. Further more there is nothing in the text indicating that Damage or Penalty would affect the ability to use feats like Selective Channeling if the requisite ability score drops below the minimum required to use the feat.

    Yet the spell Touch of Idiocy states:
    With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1. This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

    This contradicts the rules on Damage/Penalty. They don't actually reduce an ability. But the spell indicates that they do. If they do how about a cleric with Selective Channeling? If her Charisma score drops below 13 can she still use the feat? Would a fighter still be able to use feats like Improved Disarm and Combat Expertise if his int. droped below 13? And does Touch of Idiocy stack with it self?

    What about power attack and Ray of Enfeeblement?
    RoE: The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

    Here the spell clearly states the penalty does not stack with itself, but if the requisite ability score drops below the minimum required to to feats like power attack, can you still use the feat? Let's look at the wording on strength damage:

      Damage to your Strength score causes you to take penalties on strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.

    No words on the damage affecting access to feats and no words on the Carrying Capacity. As for Carrying Capacity we have this little confusing line in the text on ability score damage: “For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.” Does this indicate that Carrying Capacity is affected?

    Now, one could argue that Damage or Penalty to your Strength score should not affect access to feats even if the requisite ability score drops below the minimum required to use th feat and the Carrying Capacity should not be affected since the text on Damage to your Strength doesn't mention this. On the other hand there is nothing in the text on Damage to your Charisma that indicates that your spell casting ability is affected, yet Touch of Idiocy says it does.

    Finally there is Drain. Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.

    The wording on drain is pretty solid.
    The three: Damage, Penalty, and Drain, but some spells doesn't seam to fit into these three categories.

    Feeblemind
    Target creature’s Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind.

    Is this drain? If so why can't it be healed through the use of restoration? Or is it ability score damage or ability score penalty?

    The same question goes to Blasphemy and Bestow Curse.

    Bestow Curse (Will negates)
    –6 decrease to an ability score (minimum 1).
    This can't hardly be a ability score damage or ability score penalty. It a 4:th level spell if you're a wizard and Ray of Enfeeblement is a 1:st level spell.
    If it's not ability score damage or ability score penalty, what is it? Drain a curse? Does the decrease affect the use of feats like power attack, dodge, Mobility, spring attack, the Two-Weapon Fighting feat chain, Selective Channeling, etc. if if the requisite ability score drops below the minimum required to use the feat? Would it affect spell casting? Touch of Idiocy sure does and its a 2:nd level spell with no save.

    I have the same problem with Blasphemy, “The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Save for half “.
    Is the strength score decrease “ability score damage” or “ability score penalty” or “drain” or a “curse” or what? How does the decrease affect the strength score? Does it actually reduce the the ability score? If not would it affect the use of feats like Power attack ?

    There are ability score Damage, Penalty, and Drain, but there is evidently more type of afflictions, an unnamed decrease to an ability score. Also there is some confusion and inconsistencies in the rules that needs to be address

    Thoughts?


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    I have a question regarding Full Plates and some questions Celestial Armor.

    Are Full Plates always masterwork? The Description says:

    “[...] Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.” My bold.

    This seems to indicate that they are indeed masterwork by default. But on page 466 the description of Dragonhide Plate says:

    “This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate ” My bold.

    Why point out it’s identical to a masterwork Full Plate if all Full Plates are masterwork?

    There is also something odd about the Celestial Armor.

    The description of Mithral armors says: “Most mithral armors are one category lighter than normal for purposes of movement and other limitations. [...] This decrease does not apply to proficiency in wearing the armor. [... ] Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

    So Celestial Armor should, just as Elven chain, have an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, but it has a maximum Dexterity bonus of +8 and an arcane spell failure chance of 15%.

    If the +8 max Dexterity bonus and 15% spell failure chance of is indeed correct the price 22,400 gp is just silly low, especially considering it’s a +3 chainmail.

    Also the Elven chain specifically states: “This armor is treated, in all ways, like light armor, including when determining proficiency.” Celestial Armor doesn’t, but nor does it, like the Mithral Full Plate of Speed, say that you have to be proficient in the armor type to avoid taking nonproficiency penalties.

    Why does the description of Mithral Full Plate of Speed and Elven chain explicitly state whether you must be proficient in that type of armor or not to avoid taking nonproficiency penalties while Celestial Armor have no note on whether you have to or not?

    Comparing Celestial Armor to an Elven chain and the Mithral Full Plate of Speed the Celestial Armor should be much more expensive.

    Can anyone help me out? Has there been any explanations or errata?


    Here are some thoughts on the oracle of Stone and some other stuff. I will add my thoughts on all elemental mysteries and all of the new mysteries. My thoughts are of course subjective opinons. If you spot any snark remarks, they are not intentional., but please let me know.
    I’m not saying the Oracle of Stone suck or is broken. I just want to point out that I think it needs some changes

    Stone Bonus Spells:

  • 1 magic stone – Good solid spell. Great vs undeads. And oracles don’t have channelling so a nice choice. Fits the concept better than shield. Stone seem to be based on melee so some might think this is an odd one. But she can give the ammunition to her allies.
  • 2 acid arrow – Great spell. No SR and damage stops regeneration. A good damage spell and a good utility spell.
  • 3 Meld into stone – Not good. The Earth Glide revelation makes this spell more or less redundant. The spell fits the concept but it’s not very good. I played a Holy Warrior in 3.0 for some years with this as a SPA. He never used it. In 3.5 he got Stone shape instead. That he did use. Not often, but it wasn’t useless. My suggestion? Give the Oracle Stone shape or Protection from Energy
  • 4 Wall of stone – Good utility spell. Fits the concept. A nice spell if you have Acid fog as well. Also good if you have stone shape. Some would perhaps prefer spike stones. (Spike stones is also nice with acid fog).
  • 5 Stoneskin – Great spell.
  • 6 Stone tell – A tricky spell to use. The player really is at the mercy of the DM/GM. The spell is very much an oracle spell. Stone doesn’t have any clairvoyance revelation (like Water Sight, Gaze of Flames or Wind Sight) so it fits the build. But I would prefer Stone got a clairvoyance revelation and another spell. Acid fog, SMVI, Elemental Body III (Earth only) or something else. You could also give Stone tell to him/her as a SPA or SU. If you give her acid fog make sure she can se through the fog.
    Add a passage in Crystal Sight that you can see though fog (similar to Water Sight, Gaze of Flames or Wind Sight) or give her some sort of clairvoyance revelation.
  • 7 Statue – Edit: A buff spell, not one of my favourite spells. Having stoneskin and healing spells and armor and shiled proficiency makes it even more usless. You don't need hardness you can heal and you got good armor. My suggestion is change this to Elemental Body IV (or Acid fog if she doesn’t have it as a level 6 spell).
  • 8 Repel metal or stone – Another utility spell. A powerful spell perhaps, but a bit hard to use. Not one of my favourites spells.
  • 9 Elemental swarm (earth only) – Good solid spell that fits the concept.

    Conclusion:
    Spells and abilities are overlapping.
    The Final Revelation doesn’t match her spell list: she only have one acid spell and the other spells aren’t that much fun to begin with.
    The spell list contains a lot of utility spells but they are not very good. If you are a wizard or a druid that is no problem. You have the whole list can pick an odd spell if you know what you are up against. If you give a this class a utility spell that spell should be able to be used at least once in a while. Most of the utility spells are highly situational.
    This concept is more focused on melee that range attacks. Yet it has no melee boost spell but she has 2 range attack spells (magic stone acid arrow)

    Suggestions on fixes, se above. However I would like to stress three of them

  • 1) Statue. I hope this bonus spell doesn’t make it to the final.
    Giving her Elemental Body IV would be focusing a bit more on melee and stability. Fits the concept. Unlike Flame and Waves, Stone (and Wind) doesn't have an elemental form.
    (Flame has Form of Flame and Waves has Water Form. Both abilities should be nerfed to last 10 minutes per level. Otherwise you just end up with an Oracle in this form all the time. She only needs to pick Eschew Materials and she/he is ready to go).

    Give her Acid Fog? I know it’s a 6 level spell, but Acid fog would also fit the concept and would make the final revelation a bit more useful. If she also were given the ability to se through fog it would let a Stone Oracle do something similar to The Oracle of Flames.
    (An Oracle of Flames can cast incendiary cloud and see through the fog. Even more fun she can target spells inside the fog, Very nasty. Of course she can also cast resist energy (or protection from energy) on her allies.)

  • 2) Make Stone Tell a Su or Spa that works 3 times per day or something or give her some sort of clairvoyance revelation. Give her Acid fog or Elemental Body III
  • 3) Edit: Meld into stone. I really hope this bonus spell doesn’t make it to the final. Change it to Stone shape or Protection from Energy or somthing else. If I got it right the Earth Glide revelation makes Meld into stone redundant.

    Some last notes on the skills.
    She adds Appraise, Climb, Intimidate, and Survival to her list.
    Using Earth Glide is like swimming right? But Earth Glide doesn’t give her swim speed and she doesn’t have swim as a class skill. Perhaps I have misunderstood this.
    Shouldn’t stone have Knowledge Dungeoneering? She is an Oracle and she is an Oracle of Stone. Knowledge Dungeoneering seems right.

    I think all elemental mysteries have a rather weak Final Revelation and it’s also a bit boring.
    You might want to look into some of the other Final Revelations. Some need explaining and some need to be nerfed.

  • Edit: Nature: I don’t understand this Final Revelation. I seems you have started messing with your own polymorph rules. Or am I wrong? Some of the changes in the core rolebook that that was great was the new polymorph rules (and CMB/CMD; Skills; Channeling, Multi-classing). Starting to change how polymorph function can't be a good thing.

  • Heavens: You receive a bonus on all saving throws equal to your Charisma modifier.
    This bonus should be halved. This is a spell casting mystery. An oracle of the heavens will start with a charisma score between 16 to 20. By level 20 she will ha at least 30.
    That’s +10 on all saves. This need to be nerfed. Even without the capstone ability Heavens is one of the most powerful Mysteries.

  • Battle: You can take a full-attack action and move up to your speed as a full-round action (you can move before or after the attacks). During the whole playtest of the Core Rulebook people asked for iterative attacks. They didn’t get any. Not even a feat that let them use iterative attacks x times per day. A 20 level TW fighter with haste has only one attack after a move, but an oracle can do it all the time? If an Oracle of Battle can do it 3 times per day as an Ex. It would be OK, but always on is to good. If there is any class that should be able to do this its the fighter (and possibly the Barbarian and monk). Also, this messes with the basic mechanics dealing with full round actions and standard action. Not good.

    I'll be back with more during the weekend.


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    Final Revelation (Wind)
    Upon reaching 20th level, you become
    a master of air and electricity. You can apply any one of
    the following feats to any air or electricity spell without
    increasing the level or casting time: Enlarge Spell, Extend
    Spell, Silent Spell, or Still Spell.

    I don't get this. They don't have any electricity spells do they?
    And they don't have that many air spells.

    gust of wind, control winds, Wind Wall, Wind Walk, Air Walk

    But overland flight isn't one neither is storm of vengeance or control weather.
    In fact they have no air or electricity damage spells. A bit weak Isn't it?


    1 person marked this as FAQ candidate.

    English is not my native language. So my intention in this opening post is not to be Ironic, Sarcastic, Rude, etc.

    This is not a bard thread. It’s a thread about Inspire greatness. And I’m not saying, “Inspire greatness is too weak and this is really a big problem and I’m disappointed”. It's not a problem the bard can use inspire competence.

    I‘m saying, perhaps there is more to Inspire greatness than meets the eye and if not what was the designer’s thought?

    - First Inspire greatness seems to be pointless. Inspire Courage is much better so why use Inspire greatness?
    - Second when I asked James Jacobs to share us his thoughts on Inspire Courage (IC) vs. Inspire Greatness (IG) he seems to indicate that IG is more powerful than IC.

    James Jacobs wrote:

    [...]Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points. It's very much a tougher version of inspire competence, but geared toward defense as well as offense, and not one that's as much a "Help EVERYONE" power as it is to help a few allies.

    Thread and following debate can be found here

    James’ answer: ”It’s very much a tougher version of inspire competence”, seems to indicate it’s more than just +2 to attack and some temporary hit points.

    I have already got some answers from Dissinger in the thread above but they are not satisfactory. I’m hopping James, Jason or anyone from the Paizo staff will explain this to all of us who have an interest in Inspire greatness. I know we can house rule but this is not the issue here.

    So here are all my questions. Inspire greatness:

  • how does it work? What does Boost the HD mean? Does a spell caster with +2 HD get +2 cater level, does a fighter get +2 BAB?
  • what was the designer’s thought?
  • when is it supposed to be used?
  • how is it supposed to be used?

    In order for you to understand why I’m asking all this here are some quotes from Dissinger and some reflections from me.

    Dissinger already gave me this answer on how IG works:
    “This means for spells that rely on how many hit dice you have (like sleep, daze, blasphemy ect.) you count as having two more hit dice. Its pretty straight forward.”
    Dissinger aslo said: "it can prevent certain hit dice dependent effects like sleep or daze. However it must be done ahead of time".

    I know all this. This is not new to me but my point is:
    - At level 9 most spells with hit dice dependent effects are not a problem.

  • Sleep, etc. - no longer a problem
  • Hypnotic Pattern and Rainbow Pattern - The bard has Distraction.
  • At level 11 Deep Slumber is no longer a problem.

    - That leaves Blasphemy.

    IG can't be activated as an Immediate Action. This mean that if the bard wants to mitigate the effect of Blasphemy "it must be done ahead of time." This mean the bard must win the initiative (or know the party will meet a foe that might use Blasphemy and the bard must also know when and where the party will meet that foe). Even if the bard wins the initiative he must know that there is a risk the foe is going to cast Blasphemy. Otherwise the bard mus use IG in every encounter, "just in case".
    The bonus HD doesn't linger so the bard has to keep on using IG during the entire encounter in case the foe will use it later. That is, the bard must use IG all the time "just in case". Even if the bard is using IG it only affect 1 ally.
    Also, unless the bard knows the exact caster level of the foe he cant be sure the bonus HD will matter. If the Inspired ally HD is caster level -5 or caster level -3 doesn't matter.

    The usefulness of IG seems to be just theoretical.

    Let's take a look at party I'm playing in.
    Tank, Rogue, Cleric, Bard, Ranger.
    At level 11 the bard can use IC, giving the whole part +3 to attack, +3 weapon damage and +3 moral bonus to bonus charm and fear effects.
    Or he can use IG, giving one ally +2 to attack and +2HD and +1 to fort.

    Why would the bard use IG? The hit points is no big deal and IC is far better.
    Is it the hit point? If someone needs healing the cleric can heal or the bard can use IC and heal. At 13th level the bard can even cast Mass Cure Light Wounds or the bard can start IC as a swift action walk to a ally in need of healing and cast CMW or CSW.

    So I just want to know is there more to Inspire greatness than meets the eye? That is:

  • how does it work? What does Boost the HD mean? Does a spell caster with +2HD get +2 cater level, does a fighter get +2 BAB?
    And:
  • what was the designer’s thought?
  • when is it supposed to be used?
  • how is it supposed to be used?

    I’m not saying IG is too weak and it’s a problem. It’s not a problem, The bard can use IC.
    I’m just curious.


  • I'd like some advice.
    Now crafting items doesn't come with an XP cost.
    So if my Cleric pick Craft Magic Arms and Armor, should he do the job for free if the rogue or anyone else in the group wants his +1 sword made +2?

    The way things are now we don't split the cash. We have what can be described as a guild account. If anyone in the group needs something he gets it if we can afford it. If the group needs anything, like a wand of CLW we buy it.
    Help anyone?


    PF final Page 460
    For potions, scrolls, and wands, the creator can set the caster level if an item at any number high enough to cast the stored spell but not higher than her own caster level.

    PF final Page 562
    [b]The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels.

    These two texts have given me some trouble.

    So here are soms questions

  • What happens when a character has a CL of 0? A 4:th level Ranger or Paladin with a negativ level or a character with only on level as a spellcaster but with other class levels such as a fighter/wizard, a fighter/cleric, rogue/bard, etc.
  • Can you still cast spells with a CL of 0 and how would that affect duration or damage? Would spells like burning hands or Protection from evil or bless function at all? Would the duration of PfE be 0,5 x 1 minute or 0 x 1 minute?

  • What happens if a 7:th cleric dies and is raised? Can he still cast 4:th level spells? The text says "Spellcasters do not lose any prepared spells or slots as a result of negative levels", but how can he cast a 4:th level spell with a CL of 6?

  • How does negative levels affect item creation? What happens if a 7:th bard dies and get raised? Can he creat a wand of haste? If so, can he set the CL to 6? If yes, can a bard (or Sorcerer) set the CL to 5 too (the minimum CL a wizard can set)? At 7:th level a bard gets 3:d level spells such as haste. He can create a wand of haste using a wizard scroll of haste with cl 5, but he himself can only set the CL to 7 if he casts a stored spell. But what if he has a negativ level?


  • And the spell list is still odd. No bull's strength, etc.


    Manyshot. What counts as precision-based damage?
    Point Blank shot damage?
    Favored Enemy damage?


    It's possibly the most unbalanced item of all (even worse than mithral armor).
    Just remove it or make it usable only 3 rounds per day (or something) and when using an animated shield the character may not benifit from any shield feats.
    Otherwise, why would any fighter/barbarian/Paladin/cleric, etc. use one handed weapons?
    Using two handed weapons should come at a cost. Now it doesn't. As soon as you can buy an animated shield you just buy one and let your cleric cast Magic Vestment.
    /Zark


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