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Boggard Hunter

darth_borehd's page

RPG Superstar 6 Season Star Voter. Pathfinder Society Member. 1,987 posts (2,799 including aliases). 1 review. No lists. 1 wishlist. 7 aliases.


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My elemental sorcerer used flame jet a lot.

Cone and Selected Flame Jet are both 0-level spells so you can spam them as much as you want.

Cone Flame Jet does 1d4 fire damage to everything in a cone in 10 feet. It's great and unlimited.

Line Flame Jet was also very useful as a 1st level spell.

You can Boost them when you need that added range.

The best part is due to the bloodline arcana of the sorcerer, you can change Flame Jet into your element or any other effect word into your element.


What are some of the best Words of Power (from Ultimate Magic) spells?

Please say what class and spell level it is for and what it does.


The starship combat rules have been the Achilles heal of many Sci fi rpgs.

How do you take a rules system made for tactical combat counted in feet and scale it to bigger-than-colossal ships at ranges of thousands or millions of kilometers?

That's the question few such games have handled well.


1 person marked this as a favorite.
Drahliana Moonrunner wrote:
The key thing to keep in mind is that Starfinder is not going to be a SciFi game. So if you're looking for Star Frontiers, Star Trek, or a hard sciencey game.... you're boarding the wrong starship.

I agree with your point. I think somebody mentioned Farscape and everything I heard about Starfinder seems to jive with that.

[rant]
I wish people would stop using Star Trek as an example of hard sci-fi. I like Star Trek, but I am also a fan of hard sci-fi and some occasional techno-babble does not make the story hard sci-fi. The difference between Star Trek and Star Wars is not hard vs soft but instead that Star Wars technology has become so mundane and ubiquitous to its characters that they no longer stop to explain how it works.
[/rant]


Ashram wrote:
Remember that Penumbra is not PFS legal, if that matters.

Very strange that Protective Penumbra is a 2nd level spell and all it gives is protection to creatures like spectres and a +2 save on glare and sunburn. (I don't recall ever rolling a save for that ever.)


I have a level 4 drow character that's out in the daylight.

Is there some cheap way to overcome light sensitivity?

Would smoky goggles help? The description does not actually say.


Where can I get minis for the grioths?


. . . IN SPACE!


Vic Wertz wrote:
It uses the same exact layout file as the regular hardcover, with the output scaled to 78%. Full-color, softcover.

Do you sell a magnifying glass with it? :)

I'll pass on this. Nice idea, as all these books are very heavy, but being reduced 78% is too hard for me to read. It still doesn't beat a tablet or laptop in terms of portability.


Lord Fyre wrote:
Flash Gordon

Good one!

Yeah, I forgot Babylon 5 too.


2 people marked this as a favorite.
Brew Bird wrote:
Well, what fantasy universe is Pathfinder most similar to?

I would say mostly Discworld, with influences from Nehwon, Call of Cthulhu, Hyboria, and Alice in Wonderland, and aspirations towards Middle Earth.


Giorgo wrote:
How was Dragonstar not the first option on the list? :)

Because I never played it and know nothing about it.


Greylurker wrote:
Norman Osborne wrote:
Kryzbyn wrote:
So, I wonder if Arya is going to go down her list...

Well, according to the rules that were previously shown to be true, she should be going blind rather quickly after Frey's death.

But it's Arya, so her ridiculously strong plot armor won't allow it.

one slight difference.

She would have had to have made that particular face herself since I doubt they let her take a bunch from the hall when she said "FU guys I'm going home"

She went blind because she took a face without permission.

She didn't go blind because she made the face herself and thus automatically has permission.

which does of course mean there is a dead girl someplace with her face skinned off.

Or they are just letting her use it anyway. Either for their own purposes or because they respect her now for "graduating." Maybe this whole thing was a manipulation and they really just want those people on her list dead too. They did ask her a lot of questions about who was on the list and let her walk out of the House of Black and White and go home. They could have easily made her blind again or sent another assassin after her and they didn't.


I know it's not going to be exactly like another sci-fi universe, but if you were to pick one that Starfinder's style has the most in common with, which would it be?

Star Trek?
Star Wars?
Farscape?
Firefly?
Starjammer?
Star Frontiers?
Traveller?
Dune?
Doctor Who?


An elevator that just looks like an empty room. The party goes in and the doors close. They hear a "roaring noise" and feel the ground tremble. When they open the door, they are on another level. Do not give any indication that it is just an elevator.


Another question. About the "Wall of Light" spell. Is this "learnable" by a sorcerer? I know wizards can copy spells they find into their spellbooks. Can sorcerers do that?


The Thrush (Ultimate Magic) is Diminutive. That might work.


Wicht wrote:
darth_borehd wrote:
Wheldrake wrote:

How about the slime crawler?

Or just use the D&D 3.5 stats.

What is the legal status of the "Tome of Horrors" monsters? Can one write the stats in full so readers don't have to refer to the book or go to a webpage? It appears to be $109 for a hardcopy and $29 for a PDF. That's pretty steep.

Some people don't have access to D&D 3.5 books and the Carrion Crawler is not in the SRD.

All creatures found in the Tome of Horrors are OGL and can be used in other publications so long as you properly reference the Tome of Horrors in your own section 15 of the OGL.

You can write the stats in full.

W00t! I'm not publishing it for profit but will be posting an adventure for free online.


Wheldrake wrote:

How about the slime crawler?

Or just use the D&D 3.5 stats.

What is the legal status of the "Tome of Horrors" monsters? Can one write the stats in full so readers don't have to refer to the book or go to a webpage? It appears to be $109 for a hardcopy and $29 for a PDF. That's pretty steep.

Some people don't have access to D&D 3.5 books and the Carrion Crawler is not in the SRD.


What is the best replacement made by Paizo for the Carrion Crawler?


Avatar-1 wrote:
MeanMutton wrote:
Val'bryn2 wrote:
Darkness wrote:

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

Based on that, it should work.
I stridently disagree. Based on that, it explicitly would not work. The cover is removed so the spell's effect is no longer blocked. It's only blocked as long as it is completely inside or under a lightproof covering with the cover in place.
It's an awkward picture, but I'm inclined to think this is the spirit of that wording. It's either in the bag or out of the bag - half way doesn't count.

Does it go through walls and doors? For example, would the effect continue down a hall and turn a corner, as well as continue through a locked door into the next room?


Ascalaphus wrote:

@Mauve: that's not really helpful since it's neither.

Darkness works like, well, darkness and light. It's simplest to think of Darkness as radiating anti-light like some sort of weird black lightbulb that makes everything darker. Anything that would block a ray of light blocks a ray of anti-light.

Could also be done with a bullseye lantern, I'd think.

If it does work that way, then objects and creatures will cast "anti-shadows" of light when the darkness reaches them. For example, some ogres standing in front of some orc archers would provide them light by blocking the darkness, thus allowing the archers to see. Another situation would be a person pointing a "flashdark" at a rogue's back while he is trying to pick the lock on a door. If it works like a real-world flashlight, the rogue could still be able to see because his back would stop the darkness reaching his eyes or the lock.

The other interpretation is that any portion of the "en-darkened" object that is uncovered triggers the effect everywhere in a 60' radius. In this way, the darkness turns around corners and surrounds objects and creatures. The ogres and orcs in the above example would both be in darkness. As would the rogue and the lock he is trying to pick. For support, the spell description says nothing about the area behind the person holding the object that darkness is cast upon as not being affected.

I can't decide which one is more correct, more desirable, or more confusing.


1 person marked this as a favorite.
Menacing Shade of mauve wrote:


Read the descriptions of Burst and Spread, then see if your spell is one of those.

I did read those. I didn't find them illuminating.

The spell description does not actually say either way.

Yes, I meant the pun.


Jedi Padawan:

Roc Trellian CL 1

Medium Human Jedi 1
Destiny 1; Force 5
Init +7; Senses Perception +7
Languages Basic, Binary, Shyriiwook

Defenses Ref 14 (flat-footed 12), Fort 12, Will 14; Block
hp 30; Threshold 12

Speed 6 squares
Melee lightsaber +3 (2d8) or
Melee unarmed +3 (1d4)

Base Atk +1; Grp +3
Force Powers Known (Use The Force +5) Force disarm, mind trick, move object

Abilities Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 10
Talents Deflect
Feats Force Sensitivity, Force Training, Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +7, Initiative +7, Jump +5, Perception +7, Use the Force +5
Possessions audiorecorder, earbud comlink, lightsaber with 4 spare special energy cells, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), breathing apparatus


Val'bryn2 wrote:
I should clarify, that only works for Darkness, Deeper Darkness doesn't have that little rider about coverings.

But it says it works like the spell Darkness.


4 people marked this as FAQ candidate. 2 people marked this as a favorite.

Control the direction of Deeper Darkness:

1. Cast Deeper Darkness on a coin.
2. Put the coin in one end of a scroll case.
3. Point the unopened end of the scroll case to create a 60' cone of darkness.
4. Point the cone at enemies and away from allies to put them in darkness while keeping everybody else in the ambient light level (or vice versa as desired).

Is this valid in the rules? Does Darkness and Deeper darkness work that way or is it more like "fog" in that opening one end of the tube puts everything in darkness in a 60' radius?


I found this website that is a Star Wars Saga RPG Wiki. It looks like it is just starting. Last work done on it was a few months ago.


DM waz up? wrote:

recruitment is officially over, however anyone who has showed interest/submitted a character will have until tomorrow to post it here, thank you :)

by the way, the links should work now...

i fixed the problem with them.

Currently completed submissions:
legoguy4492: Kibitja- Jawa Scout

Tangaroa: Fassa- Gungan Scout

Echoes: Volo- Zabrack Scout (changing to Scoundrel)

if you need more time I may be willing to extend the Due date till Wednesday. by the way, i Don't mind that you all are choosing scout, at least one of you is going force adept, and we also have a droid coming so... hey, Ultrageek, if your droid goes soldier that would be nice... or scoundrel.

Wednesday would be nice.


Are you allowing Force Prodigy and Tech Specialist?


Has somebody already claimed the Jedi?


1 person marked this as a favorite.

I just want to say with about 40 classes and several archetypes and options inside each class, everybody should be able to make nearly every fantasy character they want. That's pretty impressive.


Least favorite classes:

1) Unchained Monk
2) Unchained Rogue
3) Unchained Summoner


1) Rogue (original, not the unchained)
2) Buccaneer (Gunslinger archetype)
3) Witch

Really, though I like them all and make a different character each time. I rarely play the same class twice in a row.


I think caster/martial disparity is all in the mind too.

Look, if it were true, *everybody* would be playing casters and nobody would play martial characters and that's simply doesn't happen.

You think that it would at least be more true among veteran players and it is not.

Even among the die-hard min/maxers it's not true. It's not even close.

Trust me, it's all in your head. Now relax and just play the game.


Goth Guru wrote:

A potion of charm person might cancel out crushing despair.

Also, card rules. Unless a spell or effect says the target can auto fail the save, they cannot. My homebrew item the Rod of Betrayal states that a target can auto fail the "get turned into a Dryder" effect. This can be to protect the Drow wielder from future tests by their deity, or it can be a Rogue's sad attempt to be useful in combat.

Card rules? You mean the Adventure Card game?


Could there be a situation where it could be useful? For example, could it provide some protection from an enemy casting Charm Person on me too? Or if I already had Charm Person on me, could I drink it (or perhaps a party member makes me drink it) and then regain control of myself?


Chess Pwn wrote:
How in the world would a Core rogue be more fun than a slayer? Do you have fun because you're bad?

Because the original rogue is better, more well rounded, and more fun class. Unchained rogues are awful. They curtailed the talent list and tried to cover it up by giving out some ”kombat skillz" they didn't need. The kiddies don't seem to notice because they were playing it wrong already. Don't get me started on why the rest of Unchained is garbage.


HyperMissingno wrote:
darth_borehd wrote:
Slayer: Boring! Really, really mind-numbingly boring. Just play a rogue and you will have way more fun. Least liked class ever.
Are you talking about unchained rogues?

I hope not!


The Great Potato wrote:
darth_borehd wrote:
Arcanist: More a variant wizard than sorcerer. Annoyingly confusing mechanics that generate a lot of questions. For example: Can an arcanist leave spell slots open to prepare as needed throughout the day? Nobody has ever answered that question and that's just the first one.

I thought that was pretty well answered by the book itself. It's an all-at-once deal like Wizards.

No, wizards do not have to be all at once. They can leave spell slots open and fill them as needed.


Arcanist: More a variant wizard than sorcerer. Annoyingly confusing mechanics that generate a lot of questions. For example: Can an arcanist leave spell slots open to prepare as needed throughout the day? Nobody has ever answered that question and that's just the first one.

Bloodrager: Not much better than a barbarian with a few magic rage powers. Usually too busy fighting to cast spells. Nice if you want a more interesting barbarian. If you want to be the bezerker trope though, barbarian is still better. If you want a "gish" build, go magus.

Brawler: It's OK. I like just monk better. If you want to get away from the "asian" flavor of the monk for a different kind of bare-handed fighter, it will do.

Hunter: Not any better than a ranger. Redundant class. Skip it.

Investigator: Studied strike is a little hard to get used to. Alchemy is superfluous. I prefer the Sleuth and Psychic Detective archetypes. Max out your Perception and social skills and you'll be the non-combat god. Piss off your GM when he tries to hide something! One of my favorites.

Shaman: Fun class to play but maybe a little too many options with not enough opportunities to take them. Also, I really feel the familiar should have been ethereal and visible only to the shaman, but heh, it's still fun. My second favorite.

Skald: Just "OK" if you are in a party that likes the combat bonuses. Mostly it is really not much better than a standard bard with savage skald archetype. They should have dumped spellcasting! It is all wrong for the concept. What should have happened is that the class should have had better rage bonuses and a full BAB for another all martial class.

Slayer: Boring! Really, really mind-numbingly boring. Just play a rogue and you will have way more fun. Least liked class ever.

Swashbuckler: The panache talents get a little ridiculous in terms of power. It seems front-loaded. It gives some excuses for some witty roleplaying though. Nice attempt, but it needs even more pirate/Princess Bride flair as it gains levels.

Warpriest: Not too exciting at 1st level, but by 5th level it is a nice class. The swift action buffs are nice. I didn't mind it and it is on par with a cleric. My 3rd favorite.


Speaking of charmed people, what happens if I drink a potion of Charm Person? Do I become my own best friend?


I think Bestiary 5 and Distant Worlds are probably a preview of what the aliens would look like.


See the bestiary of the 4th Book in the Legacy of Fire Adventure Path: The End of Eternity.


I got mine delivered today!


Can we expect a NPC Codex II that features all the non-Core Rulebook classes?


Melkiador wrote:
The OP made it sound like he wouldn't have access to the winter witch.

Not if it's a Golarion/Inner Sea thing. Sounds like it would close though.


Melkiador wrote:
Winter witch would be my first suggestion, but I don't think that fits your limitations. A cold based kineticist would be the next logical choice in my opinion.

How do you do a cold-based kineticist? Just use water?


A new player wants to play "Elsa" from Frozen. In this alternate history, she left Arendale forever to become an adventurer. I was thinking Arcanist would be the best way to go.

What do you think?

20 point buy, non-Golarion hardcover books only.

Elsa
Female Human arcanist 1
None Medium humanoid (human)
Init +1, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 7 ((1d6)+1)
Fort +0, Ref +1, Will +2, +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.

=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks Ice Missile (1d4+1, 6/day), Intense Spells,

=================================================
STATISTICS
=================================================
Str 10, Dex 13, Con 10, Int 17, Wis 10, Cha 16,
Base Atk +0; CMB +0; CMD 11
Feats Extra Arcanist Exploit (2x)
Skills Knowledge (Arcana) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Nobility) +7, Survival +1, Use Magic Device +7,
Traits Water-Touched,
Languages Aklo, Aquan, Common, Giant
SQ arcane reservoir, arcanist spells prepared, bloodline development, bonus feat, boreal, evocation school, humanoid traits, ice missile, school understanding, skilled, weapon and armor proficiency,
Combat Gear rations (trail/per day) (5),
Other Gear backpack, bedroll, flint and steel, ink (1 oz. vial), inkpen, mess kit, pouch (belt), soap (per lb.), spell component pouch, spellbook (arcanist's/blank), waterskin, 12.9 gp
=================================================
SPECIAL ABILITIES
=================================================
Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 4 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 3. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 13

Arcanist Spells Prepared Spell slots per day - 1st = 3, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Bloodline Development You select one sorcerer bloodline upon taking this exploit. You gain that bloodline's 1st-level bloodline power as though you were a 1st-level sorcerer. You must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, you can expend 1 point from your arcane reservoir to bolster your latent nature, allowing you to treat your arcanist level as your sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to your Charisma modifier (minimum 1). You do not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, you can only use that item to cast spells of a level equal to the level of spell that could be cast by your equivalent sorcerer level (limiting you to 1st level spells unless you spend a point from your arcane reservoir). If you already have a bloodline (or gain one later), taking this exploit instead allows your arcanist levels to stack with the levels of the class that granted you access to the bloodline when determining the powers and abilities of your bloodline.

Bonus Feat Humans select one extra feat at 1st level.

Boreal Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. You can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for 1 round. You can use this ability 6 times per day. As a swift action, you may spend 1 point from your arcane pool to increase the length of time that the frost property is applied to 1 rounds. The added potency lasts for 3 rounds.

Cantrips You can prepare 4 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Water School: Cold Blast (Su) As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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

Ice Missile (Su) You can unleash a freezing projectile by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 11d6+3 points of cold damage. In addition, the target is staggered for 1 round. The target can attempt a DC 13 Fortitude saving throw to negate the staggered condition.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

No Racial Subtype You have chosen no racial subtype.

School Understanding You can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but do not have to select any opposition schools. You gain one ability of that school as though you were a 1st level wizard, using your Charisma modifier in place of your Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use to 6 times per day. As a swift action, you can expend one point from your arcane reservoir to bolster your understanding, allowing you to treat your arcanist level as your wizard level for these abilities for 3 rounds. During this time you also gain use of the other ability gained at 1st level for your selected school. You do not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If you already have an arcane school (or gain one later), taking this exploit instead allows your arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of your arcane school.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Tundra Child (Tundra or Cold Regions) You were born and raised in the cold wastes of the far north or far south, and are accustomed to low temperatures. You gain a +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.

Water-Touched You share an affinity with elemental water. You gain DR 1/- against creatures and attacks with the water type.

Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail


Use the "GM's best friend" rule and give him a +2 circumstance bonus to Perception for locating the invisible creature's square due to his cleverness. Otherwise, no, it doesn't negate the invisibility.


Me'mori wrote:

If I recall correctly, that may be one of the things statted out in "The Book That Should Not Exist".

No, really. That's its name.

Do you have a link?

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