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Boggard Hunter

darth_borehd's page

RPG Superstar 6 Season Star Voter. Pathfinder Society Member. 1,716 posts (2,306 including aliases). 1 review. No lists. 1 wishlist. 3 aliases.

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Knights of the Old Republic 1 and 2 (not the MMORPG) used a "reversed engineered" version of WOTC first d20 Star Wars rules. Legally speaking, they took the 3.0 open game license and made their own version for their Star Wars licensed material but it is obvious they were taking notes from the WOTC Star Wars rulesbooks. The first one was awesome, the second was good. They both put the Old Republic MMORPG (which invented its own non-d20 ruleset) to shame.

Neverwinter Nights 1 was one of the top 10 best video games of all time but used 3.0 rules. Theoretically, you could build your own module and script in 3.5/Pathfinder rules. Some of the community made modules were just brilliant.

Neverwinter Nights 2 used mostly 3.5 (with some modified rules) but was not made by Bioware so was not as good as the predecessor. Getting the complete version with all expansions, bug fixes, and community made content still make it a pretty good and entertaining game that's worth getting from the website. Like the 1st one, some of the community-made modules were great.

IceBlink is a RPG engine with which some people have made 3.5-ish adventures. Quality is highly variable.

Dungeons & Dragons Online uses a highly modified version of 3.5 for their MMORPG. It was OK but I got tired of the constant pressure to make "micro payments" to keep playing.

Neverwinter Online is another MMORPG but the rules are more a 3.5/4th ed fusion with some custom changes. It is somewhat fun but still not as good Neverwinter Nights.

The Temple of Elemental Evil was 3.5 but it was riddled with bugs when it came out and got bad reviews. I've heard it is decent once the patch is installed.

Dragonshard only nominally was 3.5 as you very rarely saw much of the rules at all. I've heard it is worth $5 if you find it on sale.

Unfortunately, Pathfinder Online chose not to even use the Pathfinder rules and has been a solid disappointment. Not even worth your time.

1 person marked this as a favorite.

No, there is no rule for it. The GM is going to have make his own rules in this situation.

Maybe the PCs can find some kind of ritual to transfer the "ownership" of the familiar to another wizard. It's uncharted territory.

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Cecil Wormsborough St John "Nobby" Nobbs
Male Halfling rogue 6
TN Small humanoid halfling human*
*I, after hearing evidence from a number of experts, including Mrs. Slipdry the midwife, certify that the balance of probability is that the bearer of this document, C.W.St John Nobbs, is a human being. Signed, Lord Vetinari.
Init +4, Senses Perception +7
AC 19, touch 15, flat-footed 19 (+4 armor, +4 Dex, +1 size )
hp 72 ((6d8)+24)
Fort +6, Ref +10, Will +3, +2 vs. fear, +2 Reflex to avoid traps
Defensive Abilities evasion, trap sense +2, uncanny dodge,
Speed 20 ft.
Melee sword (short) (small) +5 (1d4/19-20)
Special Attacks Sneak Attack 3d6,

If he can't hide, run. If he can't run, then he fights dirty.
Str 11, Dex 18, Con 17, Int 9, Wis 10, Cha 9,
Base Atk +4; CMB +3; CMD 17
Feats Go Unnoticed, Skill Focus (Sleight of Hand), Well-Prepared
Skills Bluff +5, Climb +4, Disable Device +9, Disguise +5, Escape Artist +9, Knowledge (Local) +8, Perception +7, Perception (Trapfinding) +10, Perform (Dance) +6, Perform (Sing) +5, Sense Motive +4, Sleight of Hand +14, Stealth +15, Survival +7,
Traits Talented (Perform (Dance)),
Languages Common, Halfling
SQ black market connections, fast fingers, fearless, halfling luck, humanoid traits, keen senses, rogue crawl, sure-footed, trapfinding, weapon familiarity,
Combat Gear rations (trail/per day/small) (5),
Other Gear sword (short) (small), chain shirt (small), uniform (soldier's/small), bell, pouch (belt/small), backpack (small), soap (per lb.), waterskin, tobacco (per lb.), chalk (1 piece) (10), flint and steel, mess kit, mirror (small/steel), piton (10), thieves' tools, 15842.5 gp
Black Market Connections (Ex) A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue's presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table below.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.


Fast Fingers (Ex) 2/day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Rogue Crawl (Ex) While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You cannot take a 5-foot steps while crawling.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Talented (Perform (Dance)) You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Snowblind wrote:

How do I know this? James Jacobs explicitly said that they would be adding an errata in to prohibit monks from using INA for unarmed strikes. That unarmed strikes exception...

And you just blew my mind. Not knowing about that board posting, I have been giving all monk characters that feat for the past six years!!!

Reading through the history of posts, it looks like they flipflopped themselves on this issue several times. In my opinion, they did an extremely poor job "patching" in that line. Monk unarmed strikes have always been special which is why they do more damage and nobody else's does. If the intention was to prevent monks from taking that feat, it should have said "including monk's unarmed strikes." It does seem that was their intention. I maintain a literal reading, not knowing the history behind it, can reasonably lead to the opposite conclusion.

I think they are wrong myself. Bloodragers, barbarians, witches, and synthesist summoners can all get natural attacks in various ways and still take that feat. It's only fair to allow monks to take it too.

I remember for a while that they were not allowing monks to make flurry of blows attacks with the same weapon. Then they flipflopped on that too. So there is hope this will be reversed again.

I'm going to continue with what I believe is a literal reading and keep giving it monks (and brawlers). I know for a fact it hurts nothing.

2 people marked this as a favorite.
alexd1976 wrote:

I have a player who also picks the minimum weight allowed. I stopped caring a long time ago, because it affects so little.

AGE on the other hand, we always discuss limitations on this.

A caster who has +3 CHA/WIS/INT can be pretty scary.

Sure they have STR/DEX/CON similar to a dying housecat, but who cares?


I use this trick with most of my casters. Yes, I'm 65 and level 1. I just haven't applied myself until now.

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New witch hex:
Headology (Ex)

Through careful study of people, the witch has learned how to determine and manipulate motivations without magic. She adds Bluff, Diplomacy, and Sense Motive to her witch class skills. The witch may also substitute her Intelligence modifier for her Charisma or Wisdom modifier on Bluff, Diplomacy, Intimidate, and Sense Motive.

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Mike J wrote:

I've had players (yes, more than one) pick 9-foot tall humans, claim the character was Large and therefore gained the size increase ability adjustments from the Bestiary (+8 Str, +4 Con, -2 Dex, +2 Nat Armor). Sorry, no. You try that and I'll force rolling in front of me using my dice, and you get whatever you roll.

Yep. I had a player try to pull that on me too. He justified it by saying that Goliath was a real human and was 10 feet tall.

I've also seen a height arms race of sorts where all the players try to be the tallest character in the group just to have the bragging rights as such.

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Been there, done that. Dick Cheney was Vice President for 8 years.

1 person marked this as a favorite.

Decoy Chicken would be a great band name.

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I think the RAW is vague on this and it is up to GM call.

I have even played with some DM/GMs that assign you a height/weight/age based on your stats and what looks "right" to them.

Other DM/GMs insist on making people roll for everything.

Based on the fact that the iconics have a wide variety of starting heights/weights/ages, I would say that the RAI was for players to choose those details. The wizard and spiritualist iconics, for example, start much older at level 1 that what random chance could generate. The occultist looks like he enjoys hearty dinners.

Because I view PCs as the anomalies of their world's population, I would personally rule your Aasimar height/weight as entirely reasonable.

But no 7 foot tall halflings. We have to have limits somewhere.

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New exotic material:
Dwarf Bread

HP/inch 10; Hardness 5; Cost To determine the price of a dwarf bread item, use the original weight but add 20 gp per pound to the price of a masterwork version of that item.


Dwarf bread is known for its excellence. Excellence in making hard weapons that is. Ingredients in dwarf bread often include gravel, used cat litter, and, as many people encountering it are shocked to discover, flour. Making it includes repeated cycles of dunking it in water, letting it dry, sitting on it, and scowling at it every day of the construction. Those carrying dwarf bread and no other food items get a +2 competence bonus on Survival checks to find food as it motivates you to find anything else to eat. Unlike more common types of bread, dwarf bread is both waterproof and always free of pests. Items made from dwarf bread weigh only 1/4th the weight of its normal equivalent. Slashing and piercing weapons cannot be made from dwarf bread. Creating a dwarf bread item uses the Profession (Baker) skill as if it was a Craft skill.
[Discworld novels do not mention any armor or shields being made from dwarf bread--only blunt weapons and other objects like the Scone of Stone. GMs can decide if it is possible to make dwarf bread armor and shields.]

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An RPG based on re-arranging furniture?

4 people marked this as a favorite.


1 person marked this as a favorite.

See Bender from Futurama as an example.

If you get rid of the Drawback, the trait you used to buy it goes away too.

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Is there a feat in this book that makes you immune to a certain poison? If not, there should be.

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Devilkiller wrote:
Knowledge (Local) is definitely kind of a weird skill. I think that the Lore skill does a better job of representing what a character would know about a place like his or her hometown. As a DM I'd probably even allow somebody to identify creatures common in that town and know some basic stuff about them. Obviously that would require some judgement calls, but I think that's how Lore goes.

I think it's just a simple misnomer. Maybe it should have been knowledge (urban) or knowledge (civilization).

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For those that don't know, Discworld is a brilliant series of fantasy novels by the late great Terry Pratchett. If you like your fantasy more like The Pricess Bride, these are the books for you. I suggest finding them at the library or Amazon.

I am trying to do versions of Discworld characters and concepts with as few house rules as possible.

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"No, Mr. Connery."

"But it begins with a bloody 's'!"

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It's a conflict of interest. Even if the GM is totally fair and free of bias about the GMPC, it still has the appearance and potential of abuse.

It's like being a judge at your relative's trial. Just don't do it.

1 person marked this as a favorite.

This is not in the rules, but I don't think it would unreasonable for the GM to allow you to use the Improved Familiar feat to give your regular familiar more hit dice.

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

I know other casters that prepare spells, like wizards, can spend a few minutes preparing any spell they know into an empty spell slot as the need arises.

Can arcanists do that too?

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Find the Path

Why has nobody else mentioned this one? This can ruin entire adventures.

"We must embark on an epic quest to find the lost City of The Ancients. But where in the world could it be?"
<Druid casts Find the Path>
"It's that way."

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Maybe consider a broom "the perfect tool for the job" and grant a +2 to the Fly skill when using a broom and magical flying?

1 person marked this as a favorite.

Hmm... I can only speculate that somebody pointed out to WOTC that they don't own Pathfinder.

Well, I'm glad the Pathfinder one is back up now.

So are they going after the Excel spreadsheets like Heroforge next?

2 people marked this as a favorite.

WOTC/Hasbro has developed the same adversarial relationship with their customers as TSR had before them.

Character generators like his attract the customer base to buy books, not discourage them from it. This is just bullying in legalese, but it also creates bad marketing karma. If you treat your customers like crap they will go away, so I think the market will take care of WOTC and the Dungeons & Dragons branded products in time.

But they should have no right to Pathfinder materials. It seems to me like WOTC is asserting its ownership over Pathfinder too. I don't think Paizo should stand for this.

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I roleplay it all the time and personally never get tired of it!

Everybody else. . . that's a different story.

I am a roleplayer and not ashamed of it!

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Things to tweak for the Fighter:

* Bravery is now a bonus against all mind-affecting magic
* Profession (Soldier) skill can be used to analyze the tactics of enemies (opposed by enemy leader's Profession (Soldier) or Bluff check). Success lets the fighter figure out the enemy's plan. Failing by 10 or more leads him to the wrong conclusion.
* 4 skill points per level

Fighters are OK as they are but if I were to change anything those would be it.

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This is from 1st ed D&D:

Characters were about 40th level in a campaign that had lasted 4+ years. We were chasing down the main bad guy in a marathon all-night session. We tracked him across planes and finally corned him in the demiplane of oil.

Everything there was covered in oil and it rained oil from the sky. Lamp-type oil. The DM was very clear about that several times.

We had a tactic where the warrior types would get the opponents into melee and my wizard would cast fireballs on top of them. They had Rings of Fire Resistance so they would only take minimal damage. But here on the demiplane of oil, everything is flammable. We forgot about this and when I announced casting a fireball, the DM was surprised and reminded us about the oil raining from the sky. Sleep-deprived, we still didn't see a problem and insisted on doing it. The DM threw up his hands and said roll damage. So we did and then the DM multiplied the yield and area several times over. We destroyed everything. The whole plane. The bad guys and us all perished.

We decided to call it a win. End of the campaign.

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As long as it properly cut and balanced it doesn't make any difference.

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Is there a guide on how to use wordcasting with the new classes in Advanced Class Guide? I would like to see one for the Occult classes too.

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You come upon what looks like a group of large flying insects that seems to be laughing. Upon closer inspection (Perception DC 10), you see that the insects are tiny flying humanoids. These creatures are sprites and are a type of fey that are generally not hostile [Knowledge (Nature) DC 10].

If the party stops to speak to them, they will behave friendly towards them and give directions or answer questions about the area. They will run and hide if the party is rude or attacks them.

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You're not my supervisor!

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Paizo is losing a very talented and likable guy. Good luck in everything you do, Sean.

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Trying this again without the bolded large text.


  • Drop Spellcasting
  • Kennings are still possible as a SLA
  • Rage Song should qualify for Bardic Performance feats.
  • Full BAB/Level

What do you think?

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My bottomline is this: Drop the spellcasting.

2 people marked this as a favorite.

I don't see what's wrong with starting with the bard, dropping spellcasting, and swapping in some barbarian abilities and some of unique skald abilities to compensate.

Seem the most logical way to go.

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I propose the following changes to the skald:

  • Drop spellcasting
  • d12 hit dice
  • Full Bab
  • Martial Weapon Proficiency
  • Give them Bardic Performance
  • Change Rage Song to a type of bardic performance than only skalds can do (and allies can benefit from if they choose).
  • Change Spell Kenning to a special type of bardic performance as well. The Perform DC would be 20 + spell level. If successful, they can cast any spell from any class as a spell like ability once a day. (Twice at 11th level and thrice at 17th level.) The maximum spell is equal to the skald level divided by 4 (for 6th level spells at level 16).

I think that will be an awesome class to play.

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Ricardo Pennacchia wrote:

The answer for your question is simple: just play a barbarian bard. My intention here is trying to contribute to the discussion about the skald.

Fixed that for you. Can we put away the snarky comments now?

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Ricardo Pennacchia wrote:
Well, i'm pretty sure is too late for that suggestion, but maybe the skald would fit better in the concept of the bloodrager: full BAB, d10 Hit Die, 4 levels of spells taken from the Bard spell list (up to 4th level spells).

How about d12 hit die and no spells?

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Sean K Reynolds wrote:

We're revising the skald.

As mentioned in today's blog, raging song will be changing—your allies will be able to jump in or out as they need to, it'll "play nice" with other rage class abilities.

We need to clarify what rage powers can be used.

You'll see an upgrade in armor and weapons, and a couple of other things that'll push it more toward the barbarian side of things than the bard side of things.

What about losing the spellcasting?

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In Norse legends, a skald can levy a litany of insults and condemnations on an opponent so severe that it could cause bleeding from the ears and loss of honor if the recipient does not attack immediately. Other cultures have similar legends about their bard-type members.

With that in mind, I would like to also to suggest the following abilities:

Saga of Insults (Su)Starting at first level, a skald can select one opponent to loudly proclaim a string of insults upon so severe, it causes damage. The damage is 1d4 + CHA modifier of the skald (minimum 1 damage). This ability increases by 1 die for every two levels (2d4 at level 3, 3d4 at level 5, etc). This is a mind-affecting and language-dependent effect. A skald can use this attack a number of times each day equal to his class level + his Charisma modifier. Those targeted by the insults can attempt a Will save for half damage. The DC of this save is equal to 10 + 1/2 the skald’s level + the skald’s Charisma modifier. This ability can be used at any range. The only restriction is that the target see, hear, and understand the skald.

Proclaim Nithe (Su)This is a word so insulting, that to call an opponent this is to invite an instant attack. In Norse cultures, this was called nithe or nīþ. Starting at 4th level, a skald can use the word against a single opponent. The opponent must attempt a Will save or be affected as if by a Rage spell of a caster level equal to the skald's class level. The DC of this save is equal to 10 + 1/2 the skald’s level + the skald’s Charisma modifier. A skald can use this attack against a number of foes per day equal to one for every 4 levels he has. He can target any number up to his maximum at once, but all must be able to see, hear, and understand him. Even if the target makes the save, if it chooses to ignore it, it still loses honor or reputation points equal to the skald's level, but this has no effect if the target does not use honor or reputation.

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I agree, Level 1 Commoner, with more weapon selection.

So far, we have on the table:

  • Dropping or Diminishing Spell casting?
  • Inspiration through rage
  • Full BAB
  • 4 + INT or 6 + INT skills?
  • d10 HP
  • Martial Weapon Proficiency
  • Expanding Rage Song
  • Turning Kennings into a SLA activated through bardic perfomance

1 person marked this as a favorite.
Glutton wrote:

Ok I'm going to take a run at this.

Yeah, I'm with you, Glutton.

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Moved this from a thread that was closed. Apparently, they want all discussions to happen within the same thread.

Anybody else feel that skalds should lose all spellcasting in favor of something else?

Maybe they can get more bardic abilities. I think spellcasting is just all wrong for Viking skalds.

I understand that skalds in some Viking sagas had some type of magic, but it was not like the typical bard spell list. Sorcery and witchcraft, or sejdr, were considered evil and cowardly.

The magic they had were more like supernatural abilities contained within songs.

Trickery, illusion, and charm spells do not fit the flavor.

You can keep the kennings idea, but make it part of their bardic performance.

Like the Assassin prestige class, this class is just better without spells.

1 person marked this as a favorite.

Anybody else feel that skalds should lose all spellcasting in favor of something else?

Maybe they can get a few hexes or more bardic abilities. I think spellcasting is just all wrong for Viking skalds.

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Male Dasun (half-orc) Oracle 6

Will Save: 1d20 + 5 ⇒ (18) + 5 = 23 +1 if fear thanks to bless.

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Male Dasun (half-orc) Oracle 6

Rushing to his side, Nästrod puts his hands on Thorgrim and brings soothing energy through his hands.

Cure Light Wounds: 1d8 + 3 ⇒ (7) + 3 = 10

3 people marked this as a favorite.

They also have been known to eat cookies, prevent those that pay them homage from getting viruses, keep tabs on things, aggressively attack creatures that pop-up, and are a known enemy of Trojan Horses and malicious robots.

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People who complain that there is not enough realism in fantasy games just don't get the point of fantasy games.

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