Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Kaiju, Mogaru

doc the grey's page

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 3,051 posts (3,076 including aliases). 16 reviews. 1 list. 1 wishlist. 11 Pathfinder Society characters. 5 aliases.


RSS

1 to 50 of 3,051 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Shadow Lodge

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Gorbacz wrote:

It never ceases to amaze me how strongly people feel about "Good" in D&D. I mean, you can put pretty much anything in a book about demons/devils - from baby-eating skin-wearing chainsaw-wielding splatter to "vaguely CNish bordering on redemption" and everybody is cool, except that one person who was tricked by their (ha!) friends into watching Martyrs and how as a panic trigger button that goes off every time the topic of flaying somebody's skin alive is brought up.

But put out a book about heavens and you suddenly get folks get up their arms about things such as their ideal vision of what celestials should look like, what their mental stats should be, what 'goodness' exactly is, how Arshea shouldn't be Good because she's really CN or how Ragathiel is really LE (yep, I'm a bit guilty of the last one) and what pronouns should be used in the context of ultimate benevolence.

I mean, folks, take a walk, go to a church, talk to Father Spirit, experience some divine transcendence on the top of the impossible mountain and realise that this is just a game of pretend-elves.

But I that sidesteps the whole point of contention. The problem is that though we the consumers can't decide on a consistent good it seems Paizo can't decide on a consistent theme for their good outsiders either and seems to want to just continue the course. Unfortunately that just leaves us with a lot of options for good creatures that just come off as boring or mishandled and this issue is rooted in the Azatas, Angels, Archons, and Agathions on a conceptual level. Each of them is so indistinct mechanically and thematically that you could mix them up and without the art not really tell the difference.

Angels have bird wings and are "not evil", Azatas are elves standing into the breeze, Archons are angels with some armor, and agathions all look like a new fursona for someone out their and that is really all that defines them. There descriptions even as races come off dull with most of these descriptions describing each race as "good" rather than defining what good means to them collectively. By what philosophy are Azata's designed mechanically and thematically to perform their good, what about Angels, why and how does the whole animal theme thing work with agathion design philosophy both mechanically and narratively? Hell, why are so many angels designed around war?

All of the outsiders come off like they were made by dozens of people working in isolation to answer these questions and no one ever sat down to collate and center these thoughts around some sort of idea. That whole feeling runs in direct opposition to the many awesome outsiders we have on the evil side like the Devils, Demons, and Daemons. Say what you will about them but we know when you read about any of them as a whole they have a thematic current running through every member of that subtype that informs their design from how Daemons each represent this nihilism and death to how Devils are all designed to enforce the rigid, militant lawfulness of hell from top to bottom.

I think until we get some sort of better definition of how each of these groups does good or a theme to the good they do we'll keep seeing this issue and I think boiling this whole argument down to people will fight about it so lets not is needlessly reductive to solving a problem that I think is well within Paizo's power to handle. Hell they made the Empyrean Angel, The Choral, and the Redeemer angel I think they can put something together that gives us some theme for each of the good outsider races.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Orang-pendak, androids, and Ghorans are all awesome new additions out of B5 that have seen a lot of play and use in my homegames alongside skinwalkers.

Orang-pendaks basically act as an offshoot species of playable bigfoots in my home game that also have a penchant for breeding Megaprimus in the few large mountain strongholds that exist. Meanwhile, most live in the great plains surrounding the area, living as migratory hunter gatherers that look to avoid a lot of the other human races.

Androids get a whole lot of use after the excellent ecology article in Iron Gods and get to fill this niche as the last inheritors (or projects) of this civilization that existed long before the rise of man and though many don't remember it their existence is a continuation of that legacy.

Ghorans are just cool since their whole design brings up a lot of interesting ideas about predation, predator prey dynamics, the mindset of plants, taste, and narcotics all in this one package. They are a plant race that originated as food stock that tastes so good creatures have an easier time holding onto them with their mouths. Their is a lot to unpack their that I'm interested in exploring both in characters and from a sociocultural narrative standpoint.

Beyond that I'm also really into hobgoblins as a player race since from what we know of them I'm really excited to see more. I mean, they are a meritocracy that doesn't demarcate their society down gender lines and assigns tasks without care for gender or sex. That's cool and leads to a lot of interesting questions like are they agender, what does gender and sex mean to them, how did their culture remove the reliance on the gender binary across the board from their culture? I got a couple more but that feels like enough to show off the possibility in unpacking those questions.

Also, totally with you in thinking the Lizardfolk are cool. Really wish we had more stat blocks for them that made them 0 HD and gave them some more diverse abilities to represent the plethora of reptiles that they can be inspired by.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
CBDunkerson wrote:
Slithery D wrote:
Outside of fiction, where do genderless beings exist?
Ummm... here on actual non-fictional planet Earth?

This guy is right but to clarify, when we talk about the concept of gender we are talking about the mental cultural construct of sexual identification rather than the biological concept of sex. Gender is the idea that those who identify as men do certain things (beyond just having male genitals) that make them manly and women do things that we think of as womanly. Gender is why in the states the phrase "You throw like a girl" is an insult because it is built on the gender concept that women can't throw well/shouldn't be able to throw well or are not good at sports while men are.

From that, agendered people are those who don't really identify with any of the 2 (at least in the US usually) common gender options and instead fall somewhere else that could be in the middle, outside the scope, both, or something wholly alien. This in American culture (can't really speak to others too well atm) can be a big change to their assumed norm and at least a little alien to think about. Realize also this doesn't have anything to do with who they are romantically or sexually attracted to which is a whole other topic in and of itself. It also doesn't necessarily have anything to do with transsexuals, who identify biologically with another sex than the one they were born in.

Now, all that said we've had agendered people for a while we just often don't see them in American media and as an already small portion of the population are exposure to them at least in the states can be very minimal to nil but they are here. Adding characters to represent and explore these lives that we rarely see I think is an amazing opportunity for interesting narrative that has for the longest time in western media remained untapped and unexplored. That said, I do agree that we need to diversify our pronoun use to better accommodate the plethora of specific gendered identities that could fall under the use of "they" and to help avoid confusion, especially considering that these individuals will often be written as interacting with a small group of individuals who's pronoun is already "they, them, their" (the PCs). Otherwise I worry we'll start running into a "Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo" style situation sooner or later and much more often than we might like.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Jessica Price wrote:
Squeakmaan wrote:
Considering the criticism that just using "they" (Which is completely grammatically correct and has been in use for centuries) for beings without gender received, I highly doubt using any other terms would have been well received at all.
Yeah, and while I care if non-genderfluid/nonbinary people have trouble understanding it because of the pronoun choice, I don't really care if they don't like it, any more than I'd care if a guy didn't like women using "she/her" to identify ourselves.

So are you saying that you/Paizo will not change or consider changing the pronoun policy even if the grammar is stated to be confusing by customers but not necessarily its content (i.e. yay more agender/nonbinary, please use other pronouns to alleviate confusing sentences), that Paizo will consider a more diverse set of pronouns to help alleviate this confusion, and/or that only non-genderfluid/nonbinary people can be confused by this?

The last point in particular feels REALLY demeaning towards those of us that have voiced concerns about the use of they and as if none of us could be agender/nonbinary or deeply rooted in communities and cultures of agendered/nonbinary people or hell even sympathize. I feel like my thoughts are being patronized on assumptions about who I am rather than the merit of the argument, like I'm some kind of child without a thought worth assessing or that the thought that I could actually be someone who is agender/nonbinary and am talking from my own struggles and discussions or deeply tied to it is inconsequential because of a lens I'm being viewed through. It sounds a lot like I'm being mansplained at.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Slithery D wrote:
doc the grey wrote:


As for the review, click the reviews tab here, it should be the only one.

Seemed a little short.

Lol yeah but it was late and I didn't think I could write anymore. Think I should add another page? ;)

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Uzziel the Angel wrote:

Yes, I have ADD too and used to get a great deal of D&D material created back during my finals weeks in college when I was supposed to be studying. :-D

Thanks for the review. So what's the CR of an empyrean angel?

Thank you ^-^.

The angel is a unique, CR 24 empyrean angel that serves Bahamut. Unfortunately that's about all that's really different about him. He's got another 5 HD and uses a quarterstaff and has one new special ability that really isn't anything to write home about that allows him to do 2d6 fire damage per round in a 10 ft radius and turn into a gold dragon 3 times a day. It's really depressing power since 2d6 fire on a CR 24 creature is basically just wasted stat line at that level and 3 transformations feels like too few for a powerful angel crafted by the god of dragons to watch over a chunk of his realm and seems like something he should just be able to do a la change shape. Hell, they could have taken a page out of Princes of Darkness and at least made the fire holy fire and make it half fire half raw good or something.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
CharlesMarkley wrote:

I notice that the Flip Mat: City Streets was re-released as part of the "Classics" line. Is there any plan to re-release this map pack? I'm not sure it is worth the $99.00+ price currently on Amazon.com for stockpiled copies, but I am interested in getting the printed version.

Thanks.

I don't know if they plan to do card pack re releases atm but I believe they reprinted these cards on the back of the new flip-mat as the interiors to the buildings they were originally meant to represent.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Uzziel the Angel wrote:
doc the grey wrote:
Ohh cool, it's nice to see I'm not the only one having problems with this one! Been stuck in finals work for so long I was worried I would be the only one having problems with this book. Wrote a review, it is... critical to say the least.

Heh, my students are taking their finals next week (at least in two of my classes). Is finals week the best time to write a review? :-D

Do you have a link to your review?

*edit* Lol not really but this has been kicking around in my head since I got my copy and with my ADD and the bulk of my other work out of the way I figured I might as well get it up now rather than let it rattle around in my head for much longer. Also I wanted to try and get it up before it got out or was on the shelf too long so people could read about what they were getting into.

As for the review, click the reviews tab here, it should be the only one.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
AlgaeNymph wrote:
Slithery D wrote:
Side note: I find the use of "they" rather than "it" as a genderless pronoun horribly jarring and confusing. I couldn't even understand what was happening the first time I encountered it and thought there was some mysterious group entity I had missed a reference to or poor editing.
My guess is that Paizo feels that "it" is dehumanizing, or depersonizing in this case. I do understand how using "they" can be a bit confusing, but gender-neutral pronouns like "e" aren't yet popularized in colloquial English.

I can understand that, but it feels like an odd thing to get uncomfortable about when it's used to refer to a sentient Iron Golem or something that doesn't or hasn't ever identified as human. I said it in my review but I really would like to see Paizo diversify the pool of pronouns they use to better specify what kind of character we are talking about in any given piece and to avoid further confusion once we start describing those characters interacting with the PCs who are often written about using the plural they, their, them.

Can't we have Golems that go by it, humans that use xer, swarming verminous hiveminds that use they, and everything else inbetween? I think that the way that the writers use these pronouns can open up a lot of descriptive depth about how these creatures view themselves and the contexts of the culture they live in.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Ohh cool, it's nice to see I'm not the only one having problems with this one! Been stuck in finals work for so long I was worried I would be the only one having problems with this book. Wrote a review, it is... critical to say the least.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Deadmanwalking wrote:
Manuelexar wrote:

So... What do the gray paladin lose?

It's been stated in one of the threads that they lose Divine Grace, plus the Immunities from things like Aura of Courage (though they get the same bonus they give to others from the auras, like +4 to saves vs. fear from Aura of Courage).

In exchange, they get the ability to spend two Smites and smite whoever they like, and a less restrictive Code of Conduct. They may get other stuff, too, but if so I don't think anyone has mentioned it.

This plus you lose divine health and get enhanced health, get smite evil at 2nd, lose channel energy, and lose Aura of Justice.

Shadow Lodge

2 people marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Protoman wrote:
doc the grey wrote:

The one that uses crossbow bolts (the Heavy) doesn't have any stipulations on what bolts can't be used so I'd say you can grapple hook bolt to your heart's content. It costs a full round action to reload them but you can make a sleight of hand check every time you shoot it to conceal that it was you. It doesn't list any way to give it rapid reload but it does treat as a hand crossbow for proficiency.

As for the blade... yup. It has a +4 to conceal with Sleight of Hand, DC 20 Perception check to realize what it is if the blade is folded, and it's a move action to fold the blade back in. Also it's a simple weapon with an x2 crit but I'm thinking the latter is a typo and will hopefully be changed soon.

Thanks!

Well if it counts as a hand crossbow for proficiency, I'll assume it'll be fine with rapid reload then. My dreams of playing a Mega/Protoman inspired character are even closer! Bolt ace and ideally wyrwood race would be pretty sweet.

Not sure what pfs will say but I could see a home GM going for it. That said you could also go android kineticist. Nothing says buster shot like a force blast to the face! Also you could go with every time you pick up a new element being you absorbing the powers of a previous boss. Also there is a wood specialty to get you that leafman defense...

Wow, that works a lot better than I thought...

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Protoman wrote:
Azouth wrote:
Milo v3 wrote:
Are there any new weapons?

Yes, a wrist launcher that shoots poisoned darts no damage hard to notice and a heaver one that shoot crossbow bolt like a hand crossbow.

Also a Spring Blade that is a switch knife.

Ooo the crossbow version of wrist launcher sounds like I'd finally have a wrist-mounted grappling gun. I hope there's nothing in the description saying it isn't strong enough to support grapple bolts or something like that.

What's the reload time/action for wrist launchers? Does it count as a crossbow for Rapid Reload?

Is the Spring Blade any different from the switchblade knife from Adventurer's Armory?

The one that uses crossbow bolts (the Heavy) doesn't have any stipulations on what bolts can't be used so I'd say you can grapple hook bolt to your heart's content. It costs a full round action to reload them but you can make a sleight of hand check every time you shoot it to conceal that it was you. It doesn't list any way to give it rapid reload but it does treat as a hand crossbow for proficiency. Unfortunately a vigilante doesn't start with proficiency with either sets of weapons T_T.

As for the blade... yup. It has a +4 to conceal with Sleight of Hand, DC 20 Perception check to realize what it is if the blade is folded, and it's a move action to fold the blade back in. Also it's a simple weapon with an x2 crit but I'm thinking the latter is a typo and will hopefully be changed soon.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
technarken wrote:
On a slightly tactical note...Featherweight Darts:Can I use them to deliver potions/infusions to allies, or can they be only used for poisons?

I think the answer is... Yes? Assuming you meet all the other restrictions for those abilities. A potion itself has been shown to be injectable more than a few times before (needle gun thing out of Tech Guide I'm looking at you and injector spear) and the biggest barrier for infusions is whether or not you have the infusion talent so I'd say yes. Ohh now I want to see someone build a rogue healer who loads his wrist launchers with poisons and cure potions.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Deadmanwalking wrote:
Mark Seifter wrote:
You don't lose your specialization.

Thanks for the info Mark! :)

And yeah, in that case, that sounds reasonable given what I know of how good Vigilante Talents are. Each of those (the claws, bite, and then natural armor) is a bit better than a Feat.

He is correct that it doesn't replace the specialization just alters them, an odd choice of words since it doesn't change anything that is referenced in your specialization selection, only how Disguise saves are handled when powers granted by your, "natural course" are used. As for a build Not really. To start you are gaining damage on par with that of a dagger or a small unarmed strike as a medium character but cannot have iterative attacks (natural attacks don't get those), no spell casting to buff them, potentially no fast bab to increase the hit, and really no vigilante talent to improve them. Of the avenger vigilante talents that do exist (Combat Skill, Fist of the Avenger, Heavy Training, Mad Rush, Nothing Can Stop Me, Signature Weapon, Sucker Punch) the only ones that have any real capacity to help with your damage output are Combat Skill, Mad Rush, Signature Weapon, and Sucker Punch. The first just gives you a combat feat which isn't really that special, Mad rush lets you pounce at a steep AC penalty but doesn't grant you any sort of dmg boost, Signature weapon just gets you weapon focus and Weapon specialization at 8th which will still only help 2/3rds of your attacks at best since claw & bite are separate choices and would therefore need a feat tree each, and Sucker Punch only works on nonlethal attacks that the target is unaware of so you would have to take a -4 to hit this unaware target to benefit.

As for stalker of his options (Blind Spot, Evasive, *Foe Collision, Hide in Plain Sight, *Leave an Opening, *Mighty Ambush, Rogue Talent, Sniper, Stalker Sense, *Throat Jab, Twisting Fear, and Up Close and Personal) none of them really offer you any extra benefit for using them with your claws or bite over just say a dagger which has the same amount of damage, can be thrown, and a better crit range.

At the end of the day you are basically trading away 4 of those awesome vigilante talents for a bunch of attacks weaker than a dagger and some nat armor that you could get by playing a vanilla skinwalker with 1 feat out of the box(Extra feature gets you the nat armor you waited till 12th for and the claws at the same time), playing a bear blooded skinwalker and get it all of the abilities save the nat armor with 3 feats (above plus Animal Shape and Animal Hide out of Wayfinder 13. The former is just a modification of the Bat Shape feat batkin already have and the latter just gives you +1 nat armor) or 2 and an amulet by 3rd, or by just playing a half-orc, getting the teeth race replace trait, and just 2 weapon fighting with daggers and still being a vigilante. All of those I can do at 1st and have acquired ALL of the talents this one is selling me and still do other stuff and in the case of the last one I actually get iterative attacks. After that the only real thing you're gaining is the bear shape which you can't get till 18th and even ignoring the fact that you are just a grizzly bear as per beast shape 2 a 4th level spell your sorc has been able to do for 10 levels and your Alchemist has been able to do for 8 it's an ability I can get from an item for 3,300 gp probably as early as 5th. In short, it's bad, you've got better ways to get this, you've got way better ways to get these buff playing other vigilante builds than this.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Salafax wrote:
doc the grey wrote:
At 2nd you get 2 claw attacks for a d4 at medium, at 6th you get a d4 bite, at 12th you get +1 nat armor that increases to +3 at max by 20th, finally you get to be a bear at 18th. It's just a grizzly bear, has only d6's, and is the only form you can take.
Doc -- In your opinion, how does this stack up against the Arachnid Wildsoul? Does the arachnid still need a weapon or does he get some sort of special attack? I'm trying to figure out his combat options while I wait for the PDF. Thanks again!

No you don't get any real damage based attacks from the line but you can still pick from a wide variety since you keep all of your preexisting proficiencies. That said I think if you are planning to lean on the arachnid build you are looking to get into a more control based build, using your webs to lock down targets for you or your allies to pummel quickly. Personally I'd want to take some sort of melee weapon with me, lock the enemy down, and then harass until they get free or combo with someone else on my team. Like I would love to see someone web up somebody then have the wizard create pit or something and completely remove the threat for a while. Lot of potential to set up picks and combos with your friends.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Oh is the crit range for the new folding knife a misprint? It seems of that a dagger would have an x2 crit rather than a 19-29/x2.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Ulfhedinn wrote:
jedi8187 wrote:
What is so bad about the ursine wildsoul? It was probably my favorite. I don't have the book so I can only go off what's spoiled

At will in vigilante identity :

Claws at 2nd level
Bite at 6th level
+1 Natural armor at 12th level (+1 at 16th and 20th)
Bear form at 18th level

Homeboy here is underselling it a bit so let me illuminate a bit.

At 2nd you get 2 claw attacks for a d4 at medium, at 6th you get a d4 bite, at 12th you get +1 nat armor that increases to +3 at max by 20th, finally you get to be a bear at 18th. It's just a grizzly bear, has only d6's, and is the only form you can take.

In essence you take 18 levels to do what a changeling druid could do at 5th, an alchemist can do at like 2nd with feral mutagen, and hell the metamorph can do all of it mechanically at second for hours at a time. And for all this you lose your specialization and 4 of your 10 vigilante talents.

Shadow Lodge

2 people marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Salafax wrote:
doc the grey wrote:
That said, Arachnid Wildsoul is awesome! Can build Spiderman, or maybe Spiderdrow...
Doc -- This sounds really interesting. Can you expand a bit on what makes the Arachnid Wildsoul so awesome? Thanks!

Np and sorry about the delay. So the long and short of it is there are vigilantes who use the power of wild animals to fight. These "Wildsouls" must pick an animal from a tiny list and it grants you powers based on it. One of these is arachnid which, in short, lets you be Spiderman. You get Spidey Sense at second, web shooters at 6th, wall crawling and web shooting ropes at 12th, and full web swinging at 18th. Note I'm not a fan of the delay to get some of these abilities but it has been my biggest pleasant surprise so far from the archetypes presented so far for the vigilante and is far better than the other 2 Wildsouls options and the Ursine one in particular (it's pretty bad).

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Also I will say I'm finding myself pretty disappointed with the Magical Child. The spell list doesn't really fit with any sailor moon/madoka magica/magic knights reyearth build (though the progression ain't bad) and the transformation power doesn't really make much sense. Like it describes it as this big spectacle of lights and sounds but since it still takes 5 rounds before it pops off and you don't get any special benefit to it or to protecting your identity (a staple of the genre) you really have 0 incentive to use it in combat and it basically evens it back out with the vigilante's normal change time mechanically save in the most niche of circumstances. It feels really wrong to have a magical girl arch that discourages you from doing this big spectacle transformation as soon as combat begins to an awestruck crowd of bad guys and loved ones who don't realize it's you. In the end you basically give up a bunch of options for a spell list that feels off and a familiar which is pretty cool. Hell, they could have went more occultist and given you magical items you use to cast your powers and we'd have some healing spells then too.

That said, Arachnid Wildsoul is awesome! Can build Spiderman, or maybe Spiderdrow...

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Anyone know what the art on page 205 is for?

Also if anyone has questions I'm willing to answer.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Just got this on Drivethru and I wanted to point out in the Glasssteel write up you describe the material as, "This material has the strength and durability of glass while being as transparent as glass."

I think that's a typo.

Also I'm trying to figure out is Glasssteel's only real difference from steel that it can be transparent and can't be rusted or magnetized? That seems a little light for 2,000 gp on light armor.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Anyone else get their notice of purchase for this today? Here's hoping I get stupid lucky and it ships before Sunday.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
MusicAddict wrote:
doc the grey wrote:

So magical girl, we getting a piece of art for that archetype or are we all going to have to wonder what a medieval Osagi looks like?

** spoiler omitted **

They showed off the art for the magical girl archetype on their first twitch stream a little bit ago, honestly looked like my girl homura ~<3.

Got any links to that art?

Shadow Lodge

3 people marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

So magical girl, we getting a piece of art for that archetype or are we all going to have to wonder what a medieval Osagi looks like?

bonus points:
If she's from Galt. Guillotine Princess of truth and justice is all I'm saying.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

I'm wondering if they are getting the Research Combat system from Hell Unleashed and Mummy's Mask reprinted in here?

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Question, is this product meant to be more of an expansion on the horse category with new breeds with complementary stats and abilities a la 4 Winds Fantasy's Cats, Dogs, & Horses or more of an expansion on mounted combat rules?

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Quick stuff:

1.) look into using the primative human Paizo produced about a year ago for the gauntlet charity event.

2.) make all weapons out of bone, stone, and obsidian.

3.) reduce the weapons and armor list significantly. Weapons should be focused on spears, clubs, axes, and darts while armors shouldn't really be anything you can't make out of the above materials, leather, or wood. Breastplates should be a rare find crafted from massive predators while hide and leathers should likely be the norm.

4.) Worry less about magic and more about access. If you are newer to the game and don't want to deal with a ton of stuff focus on Core only. Realize also if you are talking pre literate then you shouldn't have any scrolls floating around or you need to reinterpret what scrolls and spellbooks are. Maybe they are strips of bark with hand prints sprayed on them or pictures of animals being hunted. Maybe spellbooks are these giant murals painted on a wizards home cave making them hard to destroy but impossible to move.

5.) Realize that just about every class can work in this setting with a little flex: It might sound odd but by and large most classes should be able to fit here. Wizards paint murals on walls to hold their spells, occultists' channel their mysterious power through old relics they collect in their travels, alchemists are shamans who create various tonics and poultices to heal their families, and samurai are warriors who ride mammoths across the plains practicing their craft with spears against enemies of the tribe. Even gunslingers could work! Picture them as speakers of flames, mixing dung and fire and lighting them inside tubes carved of dragon bone, the only substance known that can handle the heat and pressure. Now might some be rare or odd? Yes! But remember that your players are PCs, they are supposed to be the rare and odd people.

6.) Limit bows! Realize that though bows are a thing in prehistory if you are going back to caveman they are some of the most advanced weapons of their time and as such are scarce, difficult to use, and difficult to make. Limit players access to these weapons and encourage more thrown weapon and atlatl builds. This should help ensure that your spear throwers don't feel outclassed and that when an archer does show up they are terrifying. Also remember that limit on sales should extend even to things like arrows. Making arrows that are flight worthy is not an easy task if you've never been taught and as such even finding ammunition in settlements that lack archers should be difficult, leaving your PCs to ration and/or make their own. Also they break easy.

there are a few off the top of my head. If you have anymore questions feel free to ask ^-^.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

So, did anyone else end up just going wtf at the writing for this weeks episode?

talking directly about the plot of Wednesday's episode:
So I send my kid away to keep him safe, because that idea didn't literally just leave him open to get kidnapped and build the plot of this ENTIRE EPISODE!? But no it'll work this time, cause once I don't know where he is that'll really keep anyone from finding him, just like it did this time.

Seriously, the concept for the episode is cool but for the love of god this is some of the dumbest logical hoops I've seen these writers jump through to bus someone.

Also:
I really hope this isn't the end of the political plot line. I was really excited to see them give Oliver Queen more to do on the show as Oliver Queen that is relevant to his goal rather than what we've been getting as of late.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
doc the grey wrote:
Ambrosia Slaad wrote:
doc the grey wrote:
jcg wrote:

@doc the grey - You get the codes from the Humble Bundle site. Each "group" of products will have ONE code, not one code for each book (sadly, as I had most of them as PDFs already).

You redeem the codes by going to https://secure.paizo.com/humblebundle and the books appear your My Downloads. You don't add the books to your cart manually.

K is the code locked to the email you bought it with?
No. When you redeem the code, it'll ask you to log into your existing Paizo account (or create one, if you don't already have one), and it adds the bundle to that account's downloads.
K I'm still having problems. I'm on the link but it's not taking my code and it keeps saying it doesn't recognize it. This is the string of letters and numbers listed after order id correct or am I looking in the wrong place on my email?

Wait, I think I found it...

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Ambrosia Slaad wrote:
doc the grey wrote:
jcg wrote:

@doc the grey - You get the codes from the Humble Bundle site. Each "group" of products will have ONE code, not one code for each book (sadly, as I had most of them as PDFs already).

You redeem the codes by going to https://secure.paizo.com/humblebundle and the books appear your My Downloads. You don't add the books to your cart manually.

K is the code locked to the email you bought it with?
No. When you redeem the code, it'll ask you to log into your existing Paizo account (or create one, if you don't already have one), and it adds the bundle to that account's downloads.

K I'm still having problems. I'm on the link but it's not taking my code and it keeps saying it doesn't recognize it. This is the string of letters and numbers listed after order id correct or am I looking in the wrong place on my email?

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
jcg wrote:

@doc the grey - You get the codes from the Humble Bundle site. Each "group" of products will have ONE code, not one code for each book (sadly, as I had most of them as PDFs already).

You redeem the codes by going to https://secure.paizo.com/humblebundle and the books appear your My Downloads. You don't add the books to your cart manually.

K is the code locked to the email you bought it with?

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

K so question. Do I just load all the books into my cart and enter the code like I would with any other purchase or does this follow a different format?

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Quick thoughts.

Oracle: He does seem to be causing an issue but again this sounds like an issue of his playstyle and goals and a bit of the GM. The feat he has is here so you guys can look it over. Realize this feat was written BEFORE the Oracle and even Channel Energy were things and likely would include them under their healing umbrella had they been around. The GM might want to extend it's powers to include his other abilities like life link and channel. That said cure spells are a poor strategy in a fight save in the most dire of circumstances as the damage you are taking is likely significantly higher than what you get to heal. This is exacerbated at high levels as the disparity grows exponentially which I assume you all have witnessed. If you can get the GM to extend the overage of his feat it might make it easier to convince him to throw some of those spell slots at some other helpful spells like shield of faith, entropic shield, and summon monster spells. That said he also might want to look at picking up augmented summoning and extended spell if he doesn't have them already. Remember, the summons attacking and damaging is not considered him, and don't reduce his progress on the achievement track.

Group dynamics: K considering your team comp you might want to look into more guerrilla warfare like strategies. Many of you have sneak attack and your wizard has access to a ton of field control and other abilities. Watch bases and learn movements, use stealth to completely avoid encounters (along with magic), and ambush, assault, and retreat from fights. Bleeding sneak is your friend in this instance, hit targets hard in that first round and use the wizard to generate field control to cover your retreat. Remember you can charge in surprise round, enemies are denied their Dex, and those that are aware still don't get said Dex until they get to act. This means that both of you have potentially 2 chances to drop sneak attacks on an enemy before they get to act, bleed em and bolt. Beyond that play dirty. Drop create pits on enemies and throw fuse grenades in the hole, steal maneuver spell books and spell components pouches off enemies and burn em. That enemy wizard won't be able to do s$~! if his books tinder and his spell slots won't regenerate.

Raids on sleeping targets are really helpful as you have a lot of Stealthers in their and you can coup people in their sleep, remember the damage doesn't need to kill them, it just needs to do enough to make that fort save a nat 20 to succeed so hit hard. Realize you can also ready and both drop one together, making the target have to roll 2 twice potentially or die from the second guys coup. Realize a man you stab in the brain in his sleep also is not likely to make much noise. This works even on large targets like giants. He may be 10 feet tall but his wrists still have arteries and that longspear will reach his heart. Realize you also can coup at reach with a reach weapon and there is no attack roll so bring something with a nasty crit and/or some reach to improve your chance at winning.

If all else fails if the building is flammable light it up. Potentially less treasure but less enemies too and most weapons and armor will survive the burn (especially if they are magic). Also hire goons, unskilled labor is pretty cheap and if you need a dude to blow out a wall or in the worst case scenario a wall of men to draw the enemies to the opposite side of the building you'll probably spend less than you would on a potion. 20 commoners with heavy crossbows hired to just shoot at the walls and bolt will cost you like 6 gp for the day. They can hang back at maximum range from the fort (1200 ft for a heavy crossbow) and just fire down range at guys on the wall. They'll only really hit on a 19-20 or so but they are an army by most medieval standards and someone is likely to come out and "deal" with them. Tell em to bolt when that happens and you should have at least a 30 seconds of distraction to get in just from the travel time alone to get out to them if they are closing at range.

some quick ideas let me know if those help.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Mudfoot wrote:

Try the Bloodrager spell list. Inquisitor or Ranger are quite good too, for the vengeance aspect. Though they go only to 4th/6th level. For example

1) Break, Ear-piercing Scream, Sundering Shards, Tracking Mark
2) Jealous Rage, Final Sacrifice, Tremor Blast, Bloodhound
3) Blood Scent, Excruciating Deformation, Find Fault, Howling Agony, Raging Rubble, Runic Overload, Terrible Remorse
4) Detonate, Find Quarry, Bloodsworn Retribution, Tireless Pursuers
5) Sabotage Construct, Litany of Vengeance
6) Litany of Madness, Banshee Blast
7) Insanity
8) Symbol of Insanity, Horrid Wilting
9) Symbol of Strife

Some of the levels may be a bit off, as they come from various class lists.

Very cool list! Will be pouring over this for the next few days and sussing out what I like. Thanks man.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

I'm working on a god for my homegame focused on rage, destruction, and vengeance and I'm trying to think of some good extra spells his clerics can add to their list of prepareable spells beyond what they get from their domains but am having trouble thinking of interesting stuff that isn't granted by his domains. If anyone can think of some interesting spells that fall under the aforementioned themes that ARE NOT also on the Destruction, Rage, or Catastrophe list it would be greatly appreciated.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Oxylepy wrote:
Do this as profession chef, or craft meal and it is limited enough in usability to actually be balanced as a skill which can be considered and maybe chosen.

This, but I would actually say increase the bump but make it Temp HP. That way it's not the same as healing, can run out after a certain time, and can't stack with itself. That way it fills a new niche in healing rather than competeing in the same space as channel, treat deadly wounds, or clw potions.

Other thought is to maybe make the points die related so like instead of 1/4 hd, 1/2, 1 hd go like 1d3, 1d4, 1d6, etc. This helps you avoid being able to get back 40 free hp at 20th without having to expend expensive resources.

Also make sure to put a long time on the action like 10-30 mins per check. Helps avoid a weird moment where the wizard miraculously prepares a gourmet meal and throws out a fireball in 6 seconds at 5th level.

Hope that helps man.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Question about the Shadow Duplicate rogue talent: What is the purpose of the caster level line in its text? As it stands all the abilities for it that are dependent on your CL seem to be things that are changed for the talent. Like the duration is based on rogue level and you can only have a maximum of 1 duplicate at any given time. Am I missing something or is this an artifact missed in editing?

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
00QuantaFS wrote:
Hey everyone, so i'm about to re-join a pathfinder gaming group that I haven't been able to attend because of work schedule. They are starting the RotRL adventure path. They currently have in their party a Bloodrager (Draconic Bloodline) A Warpriest and a Cleric.(Everyone is equipped for hand to hand combat) So in light of this i'm trying to decide which class I could play that would be of most use to this party, I am totally up for playing any class, and any suggestions are helpful!

something range focused with arcane power and a nice suite of skills, maybe a wizard, psychic, arcanist, ohh a medium if you are feeling saucy. The latter one gives you a lot of range since you get spells, skills, and the ability to swap a lot of your powers each day.

Hunter might not be bad either.

Make sure to grab spells that you can throw into the melee blob you have or take feats to let you cut allies out. Create Pit will probably be a fun one with that group.

Ohh if your GM doesn't have a problem with firearms the wizard arch that gets firearm proficiency and can launch spells out of their gun could be pretty awesome.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
wraithstrike wrote:
_Ozy_ wrote:
wraithstrike wrote:
doc the grey wrote:
S!*&, by that definition wouldn't that also mean that if you are traveling through a dark cavern with only a torch to guide you (40 ft vision for no one with special visions) all your movement would cost double?

The poor visiblity is cutting you down to 2 squares of movement only giving you one square. It does not take 4 squares of movement. Now if you have visibility problems, and it is difficult terrain then you would need to use 4 squares of movement.

Er, no, your movement is only hampered if you can't see in front of you. If you can see up to 40' away, your movement doesn't cost double.

My point was that poor visibility only drops you down to half movement, not quater movement. That is why I mentioned poor visiblity, and never mentioned the number of feet.

Yes, I agree that if you have a torch that you have normal movement in the situation.

The cutting by a quarter/quadrupling movement costs thing is in reference to when multiple hampering effects are in play like say driving rain over muddy ground or being blind in a cave. At those points the hampering multipliers stack not poor visibility as a whole.

Pertinent Line About Stacking Penalties from CRB pg. 170 wrote:
"If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule of doubling.

As for the torch thing as I said above I agree that your movement wouldn't be hampered but as the rules are written that seems to not be the case hence the thread. I want to call attention to this for the dev team and the player base abroad and see if we can get some clarification and edits to the wording here from Paizo to make the rules here both more clear and hopefully remove some of these extra parts it's picked up along the way *glares at the extra nerf this gives clouded vision oracles and torches*.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
_Ozy_ wrote:
wraithstrike wrote:
doc the grey wrote:
S!*&, by that definition wouldn't that also mean that if you are traveling through a dark cavern with only a torch to guide you (40 ft vision for no one with special visions) all your movement would cost double?

The poor visiblity is cutting you down to 2 squares of movement only giving you one square. It does not take 4 squares of movement. Now if you have visibility problems, and it is difficult terrain then you would need to use 4 squares of movement.

Er, no, your movement is only hampered if you can't see in front of you. If you can see up to 40' away, your movement doesn't cost double.

Actually by RAW the rules seem to state the contrary. It states that if you can't see further than 60ft you're in poor visibility which means all squares cost double movement. I mean the rules for Hampered Movement in table 7-7 (CRB pg 172) state you double the movement cost of all squares for poor visibility and the description of poor visibility on page 424 of the CRB pretty clearly states it's any reduction of vision to less than 60ft that puts you in poor and all the examples they give back that up. Fog, snow, and downpours treat as poor visibility because all of them drop your vision distance to less than 60 ft. By that logic a human with a torch is still in pour visibility and at double cost for all movement.

Now personally I think that sounds silly considering the way the game seems to actually use the rules in practice and the way scenarios are written but with the rules as they are presented that practice clashes and gets really squirrely the more you look at it (since it would also mean things like a clouded vision oracle in essence also has the lame curse with none of the benefits until 5th when his vision increases since she can't see farther than 30ft). That sort of discrepancy throws a lot of mechanics up on their end and with a lot of these cases not exactly being corner (clouded vision oracle, party lost in a thick jungle, blind fighter in a cave, etc) this feels like something the dev team needs to look at and close loop holes on or at the very least put all these rules together in the same part of the book and reference them in sections where they are pertinent (like quartering movement for blind characters), rather than put them 252 pages apart. Hell, you can't even find poor visibility or hampered movement listed in their terms glossary in the back of my edition of the book.

Shadow Lodge

2 people marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Milo v3 wrote:
Simeon wrote:
Yeah, Dark Folk are the descendants of Azlanti who fled into the Darklands and embraced magic to straddle the line between light and dark. It would make sense that they became the caligni, before the owbs meddled with them.
Oh, golarion fluff. Fair enough.

Yeah, part of why I keep getting annoyed that we both get so little world building focused on the Dark Folk yet we've got 7 different species of them or creatures directly associated with them (Owbs) and 3 books now about the darklands and yet we know SO LITTLE ABOUT THEM!

Still sad we didn't see them as one of the races in Darklands revisited or Blood of Shadows. Their blood is literally made with shadow magic

*grumbles off into the corner*

Anyways all the shadow references are reinforced by the stuff in Bestiary 4 with the Owb where they explain a lot of how Dark Folk are made. Very cool, very poetic now with this contrast between all this visual prowess wrapped in this race that literally gave up all color to save themselves. Some good story roots there. Ohh maybe that's where the light blindness and light sensitivity comes from, their eyes literally see in a spectrum so wide that light just overloads their corneas with more colors than their still human brains can process at once.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Milo v3 wrote:
doc the grey wrote:
Nice, but I will say it makes the idea of a race who's aesthetic is monochrome all the more tragic. Can see color in any instance but choose to only live in shades of black and white...
Well who knows, naturally they might be as colourful as a rainbow.

Ehh, but that's not nearly as poetic. I mean, the one race who always seeing color in the darkness living in a cold world of grey scale after giving themselves over to the Owb is a really awesome bit of tragic poetry.

And low, for all the color in the world they walk beneath the Owb's shadow, refusing to see what is taken from them...

That feels like all the right kinds of tragic for one of the last remnants of the Azlant.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Milo v3 wrote:
doc the grey wrote:
Also now that we have a few playable races with SiD we might want to figure out how it handles color since the ability doesn't specify.
It handles colour like normal sight. It's not a modified darkvision.

Nice, but I will say it makes the idea of a race who's aesthetic is monochrome all the more tragic. Can see color in any instance but choose to only live in shades of black and white...

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Third Mind wrote:

Ok. So... random I know and probably not what you're looking for. Not even sure it'd work with what you want, but, Earth Kineticist. Now, here me out. I know it's technically not a martial class, but you could feasibly still build it into one. The real draw is Tremorsense. It's a move action, but if you spend burn, it lasts as long as your kineticist level. Granted the enemy would need to be on the ground, but as far as I can tell, not many things give full on blind sight. Plus, you can get the Kinetic Blade wild talent, and have a fairly strong sword come out of no where.

Anyways, not great, and there are probably better, but just an idea to help with the seeing while not seeing thing.

Lol not building Toph.

But seriously it's an interesting idea but I'm not looking to add another class to my pool or earth kineticist in particular. I've actually done a geokineticist and am thinking on doing another already (slag giant smith) so I don't really want to add a 3rd lest I become redundant.

Shadow Lodge

1 person marked this as FAQ candidate.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

S&~@, by that definition wouldn't that also mean that if you are traveling through a dark cavern with only a torch to guide you (40 ft vision for no one with special visions) all your movement would cost double?

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Trekkie90909 wrote:

Relevant Rules Text:

5a) Obscuring mist does not reduce the existing light level, nor is there anything in the spell description about darkness or the blinded condition, so it does not cause the movement reduction from poor visibility. The Acid and Solid Fog spells similarly work as written in their spell descriptions.

The problem is that that is directly countered by the text in the Poor visibility description which you posted.

CRB, Environment, Wilderness, Getting Lost, Poor Visibility wrote:
Poor Visibility: Anytime characters cannot see at least 60 feet due to reduced visibility conditions, they might become lost. Characters traveling through fog, snow, or a downpour might easily lose the ability to see any landmarks not in their immediate vicinity. Similarly, characters traveling at night might be at risk, too, depending on the quality of their light sources, the amount of moonlight, and whether they have darkvision or low-light vision

So with that in mind anything that reduces your visibility to less than 60ft puts you at poor visibility. Now since that is what also informs us that darkness causes double movement cost that means obscuring mist, which says,

obscuring mist's description wrote:


A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

Would also do the same thing.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Trekkie90909 wrote:

Relevant Rules Text:

CRB, Environment, Wilderness, Getting Lost, Poor Visibility wrote:
Poor Visibility: Anytime characters cannot see at least 60 feet due to reduced visibility conditions, they might become lost. Characters traveling through fog, snow, or a downpour might easily lose the ability to see any landmarks not in their immediate vicinity. Similarly, characters traveling at night might be at risk, too, depending on the quality of their light sources, the amount of moonlight, and whether they have darkvision or low-light vision

So doesn't that mean that a clouded vision oracle moves at half speed until 5th when their vision increases to 60 ft?

Also it seems weird that visibility would interact with blindness that way yet not end up being listed in the blinded condition considering it would literally always be relevant if you are blinded. Part of why I think at least in that instance they don't stack and needs some FAQ'ing clarification.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

The spam has now reached the 19 page marker.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
nate lange wrote:
I suppose there may be some 'table variance' involved here but in every game I run darkness, extreme weather, and other things that limit visibility effect your movement as described in the movement rules. YMMV.

Cool, but anyways back on topic.

Blind fighting style duelist assassin from the Darklands who fights with either large piercing weapon like the Estoc or a flurry of slashes with the bladed scarf turned defending of the Caligni looking to separate from his darkfolk clan and their Owb masters. Worships a pantheon composed of the Empyreal lords Tanaagar and Ashava or maybe just Ashava which causes him to leave his clan, collect up the other Caligni, and get blinded by the Owb when they try to stop them. Now he's leading the rest of his people to the surface while the Owb sick some of the pack on them and slowly picks them off. That's about where the party should find him.

Now, I'm trying to figure out what style will fit the best to that. Like part of me likes the Magus bladed scarf build since it matches Ashava's favored weapon, lets me use the base art for the Caligni more, and gives me this cool iconic purple scarf to fiddle with. On the other hand though him just rocking this deep purple bandanna, a black scarf to cover his blinded eyes, and this big Estoc he uses to parry, riposte, and impale enemies with deft precision is also really cool especially when you combo it with some of the options in BoS like sneak attacks that extinguish light or let you make rope and crowbars out of shadows.

Problem is I can't have it both ways and I'm trying to figure out which one I like better. If you guys can think of some mechanics that are cool with that like does the magus get some really interesting shadow spells or cool slayer/swashbuckler abilities that really fit into these molds or certain classes that work those themes of honored shadow duelist well?

1 to 50 of 3,051 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.