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Dragonmark Heir of Deneith

hopeless's page

Pathfinder Society Member. 1,169 posts (3,157 including aliases). 1 review. No lists. No wishlists. 1 Pathfinder Society character. 18 aliases.


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Bogorin Rockstomper wrote:
Well, Hopeless, Bogorin wasn't basing his actions on what he heard. He was basing them on the actions of his allies. I'm assuming that once he enters the room the battle is taking place in he'll be able to at least See it, even if he can't hear it! ;-) But as you are the great and mighty GM, I shall submit to your will = ) Perception1d20+3=6

What's actually happening is that you're still busy with the secret door you've found, Talden's alongside you so the pair of you have yet to realise both Tenna and Willy who were more concerned with the giant's chest have decided to check on Herve, it's more a case of when you notice rather than why you haven't one ghoul against that many opponents won't last long unless it gets nasty

Bogorin having traced the perimeter of the secret door is now looking for the opening mechanism something he thinks will be easy to find now that he has Talden helping him.

Just waiting on Talden's Perception roll


So no news then?


hopeless wrote:

Will still need a Perception check from both Bogorin and Talden to see if they hear the battle being waged before it ends!

Meanwhile the next round looks like thus;
Herve 19
Old Carter 18
Dwarf 18
Ghoul 9

Once the next round is over the initiative ranks will become thus;
Herve 19
Old Carter 18
Dwarf 18
Willy 14
Tenna 10
Ghoul 9

Amended accordingly so Herve's up first...


Will still need a Perception check from both Bogorin and Talden to see if they hear the battle being waged before it ends!

Meanwhile the next round looks like thus;
Herve 19
Old Carter 18
Dwarf 18
Ghoul 9

Once the next round is over the initiative ranks will become thus;
Herve 19
Old Carter 18
Dwarf 18
Tenna 10
Ghoul 9
Willy ?

So Herve's up


So what of that CE wizard the PC's ancestor redeemed what if the double here is that redeemed wizard's descendant having been lumbered with the task of redeeming their ancestor's redeemer as a sort of complete reversal of their ancestors' previous position?


Pax Veritas wrote:
Can someone summarize for me what Exalted is all about?

Okay here goes you have watched Avatar the Last Airbender haven't you?

The firebenders are the dragon blooded and Aang are the Solars and you get to pull off all the stunts from any Jet Li, Bruce Lee, Jackie Chan and all the rest of the asian martial art movies and it would only count as a warm up as far as an Exalted game is concerned.

I've run a game where one player has the equivalent of Howl's moving castle as a home and that is just the tip of the iceberg where Exalted is concerned... enjoy yourself!


Much obliged have some of the 1st edition exalted and had seen a friend's copy so this will come in very useful.


OnyxTigress wrote:
hedgeknight wrote:

A couple of times a week at night/early morning works great for me. I'm on Spring Break this week too (I work in a middle school). I'm just learning the Pathfinder system but can churn out a character for you by Friday at the latest.

Probably a human fighter type - will that work?
-g-
That should be fine, looks like you guys are looking out to be a bruiser team since Sol is a fighter and Nils is a ranger. So I just need to hear back from hopeless and see if he is interested. And Friday would be great.

Nils is Hopeless sorry I didn't realise you hadn't noticed.


Willard Barnable wrote:
Willy runs into the other room to see what's going on.

You'll arrive after the next round ends so make an initiative check please same goes for Tenna if she follows Willy into the storeroom both Bogorin and Talden need to make a Perception check however


Willard Barnable wrote:

Perception: 1d20+7=25

Can Willy hear the fighting in the other room?

Yes both you and Tenna do hear the sound of combat from the other chamber

As Bogorin and Talden gaze at the secret door Bogorin has found Tenna and Willy checking on Herve realise they can hear the sounds of battle from the storeroom to the south.


Herve Esterel wrote:

Herve attack cautiously the creature ( + 4 AC with combat expertise and dodge).

He is more interested this round to block the creature attacks than really trying to hurt it ( I missed)
If possible , he'll put himself in position to block the ghoul's progression towards Carter

does the dwarf seem familiar ?

You don't recognise him, he's dressed as a scholar and looks like he comes from somewhere warmer

"I said back off!" the dwarf hollers at the ghoul as he waves his axe again as another blurring of air smacks into the ghoul who now having freed his leg is sent toppling behind the crates.

Rolled a 17 to hit doing 2pts of damage

Old Carter seems to be trying to back away from the crates but he's doing his best to stay on his feet he looks badly wounded.

The ghoul's response is to leap back atop the crates and glares down at you from above.

Will await responses from the others before Herve gets his next turn


Anyone hear anything about this?

I was wondering what they have released as info regarding this specifically any changes they have planned even if they have said they won't advance the timeline.


Herve Esterel wrote:
** spoiler omitted **

Okay the current initative scores are;

Herve 19
Dwarf 18
Old Carter 18
Ghoul 9
So you're up first Herve


OnyxTigress wrote:

I am looking to trying to run one of the Pathfinder modules, Into the Haunted Forest. This will be my first time, and I hope that doesn't scare anyone away.

Since this is my first time, I'm planning on having it straight 3.5, with 25 point buy system. I am looking to have four players, who will have already been acquainted with each other in this module. How you all know each other I will leave up to you.

The module is set for first level characters, so you will be starting with the starting equipment. I would prefer if you stick with core classes, but I have other 3.5 books, so if there is a class you want to play not in the core book, run it by me and I will see if I have it.

If there's any more information you need and feel I've left out, feel free to ask. If this all goes well, we can keep going with this.

I'm interested although I have to state I have this adventure and am interested in seeing how its played since its one I fancy running at a later stage though more likely not online.

Are there any restrictions other than the point buy you want to impose such as how do you stand on traits such as those from Second Darkness and by that I means basic traits and those released in Elves of Golarion?


Khaladon wrote:
Ok, I'm really confused. Bogorin FOUND the secret door and is standing right in front of it. How did Herve see something that Bogo didn't and where did Old Carter and this other dwarf and the ghoul come from as they should all be pretty much right on top of where Bogo is standing??

Sorry for the delay in responding below should be the map showing both the section Bogorin is in but also the half Herve is investigating, the upper half is where the Ogre was living and the curtained section where Bogorin was investigating is where his secret door was found but Herve stationed back between the Ogre's Lair and the storeroom located to the south where he heard the noise and investigating ssaw essentially whats marked there hope that clears this up.

Second half of the Ogre's Lair


Herve Esterel wrote:

Hopeless

** spoiler omitted **

Herve:

Spoiler:
No he doesn't but as you do Old Carter whirls around and you see he's clutching a bleeding belly wound and is currently unarmed as a result.
"What is it?" the dwarf curses as he finally notices the gray figure scrambling above the crates.
"Rovagug's spawn take this!" he curses as he reveals a well used battle axe and points at the figure as a blur of air rushes upwards that smacks into the ghoul and sends it reeling backwards... well as far as its trapped limb allows...

Ranged touch attack rolled an 11+1 for 12 which hits doing 1d4 damage rolling a 3 for 3pts of damage needless to say the ghoul isn't happy... initiatives please.


Herve Esterel wrote:
** spoiler omitted **

Herve:

Spoiler:
Peering around the corner Herve sees a dwarf and Old Carter struggling to push some crates up against the far wall of the storeroom however they seem to be failing as something is pushing them back and he can see a thin gray arm struggling to scramble up from behind the crates and the secret door the crates are hiding and climb atop the crates to get at the rest of the room...
The Storeroom


Herve Esterel wrote:
During all this agitation , Herve has been silently staying guard at the jonction of the two rooms ( storeroom and ogre's living quarters )

Herve:

Spoiler:
You hear the sound of something grinding on the floor and possibly someone cursing but you're not sure in what language coming from the storeroom


Talden Skard wrote:

Quickly regaining his focus Talden is going to begin searching the room slowly and carefully looking for anything that might give a clue to where Dale and Jonas are.

Take 20 on a Perception check = 25 (27 if based on sight/sound)

Talden only:

Spoiler:
Some of the tracks in the alcove are human in origin but you don't know who they belong to


Bogorin Rockstomper wrote:

Bogorin is taking a 20 on his search, so 23 +2 to taste and touch. And he is searching Everywhere.He is Determined to find at least Some sign of dale. And remember:

' In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking'

The Lair in Whole

Meanwhile Talden is slowly making his way around the Ogre's lair and is about to join Bogorin in the alcove when Bogorin finds the secret door, hidden at the back of the alcove the only visible evidence are the tracks converging on it.

Bogorin only:

Spoiler:
It also helped that whoever installed it wasn't a dwarf!


Bogorin Rockstomper wrote:
Seeing nothing of interest to him at the moment, Bogoroin continues to look around for some sort of secret door or other entrance as he continues to call loudly for 'his girl'.

Bogorin:

Spoiler:
Make a perception check and I'll need to know how and where you wish to look


Kevin Andrew Murphy wrote:

I've done paladin Detect Evil two different ways, and both of them work.

The first is to rule that a paladin's Detect Evil only detects supernatural evil, ie. the influence of Hell. Meaning that the otherwise nice and kind but foolish or desperate clerk who made a bargain with an imp will detect as Evil, but the murdering bandit or plotting wazir? Not so much.

The other rule is to follow the RAW to the letter, but assume that all alignments have an equal demographic spread, so a third of the people you meet are going to be evil, and good luck finding a successful merchant or moneychanger who isn't.

A third option is to allow all intelligent beings a saving throw against divinations, including alignment detection spells.

You could always simply have it only detect enemies of their faith after all what other reason could their patron deity have to grant them the ability to sense any evil entity within range unless it was for the benfit of their patron?

Okay cleric's, necromancers', undead register but so should paladins of opposing faiths even if they're LG too after all an enemy of their faith should register as evil even if its only because of their faith not their alignment which should never be so easily identified when there's no reason for it to do so.


Lazaro wrote:

Hey guys my posting may be off for the next few days. I've got some more appointments coming up, plus after getting some less than joyful news my minds not in it right now.

I'm not dropping out, have to make that clear. I loveplaying with yall too much. I'm just cutting down on the posts a bit.

You take care and I hope those idiots see the light and give you the help you need!


Tenna Milcress wrote:

"Thanks." Tenna said with a faint, shy smile that quickly faded when she remembered why she wanted to search the chest to begin with. She gave Talden a worried look, quietly saying, "Need t'check it quick. Before Bogo comes. There's no tellin' what's in here...and you know ogres..." To Tenna, those terrifying fireside tales about ogrekind were as good as fact.

She picked up the key and apprehensively turned it in the lock.
She looked back at Talden again, steeling herself, and opened the lid.

Opening the chest and looking within she finds its filled almost to the brim with silver coins.


Willard Barnable wrote:

hopeless:

** spoiler omitted **

Willy only:

Spoiler:
Other than the javellin, no

Tenna finds the key however old it appears fits the lock and turns perfectly fine.

The chest is now unlocked


Talden Skard wrote:

"Hey, Talden. See that?" Tenna pointed at the chest as she walked around it. Bracing her leg against the wall, she pulled with both of her wiry arms. Stupid ogre...having to do something like that...

While she was curious about what lay inside, she truly wanted to be certain it wasn't going to be something that would upset Bogo. Her imagination had had plenty of time to produce any number of chilling possibilities.

Hearing Tenna call her over Talden quickly heads over and seeing Tenna trying to move the chest he drops his shoulder against it and helps shove.

No problem

With Talden's help the chest is easily moved revealing an old looking key.


Bogorin Rockstomper wrote:
With more than a little trepidation, Bogorin takes a quick peek into the crates and casks...

One of the casks and both crates are empty, the other holds what looks like violet tinged water but smells awful.


Bogorin Rockstomper wrote:
Holding his shield at the ready, Bogorin approaches the curtain and moves it aside with his hammer...

And behind the curtain is

Before you is a large alcove holding a pair of casks and crates most of which have been opened and left ajar admidst the tracks covering the floor here.


Bogorin Rockstomper wrote:
Bogorin moves the other way towards the storeroom, continuing to shout for Dale as he does and searching carefully for traps or secret doors and the like.

There is a curtain off to your left that looks like it closes off an area of the cavern.


Talden Skard wrote:

This cavern serves as the living quarters of the ogre and is 40' deep, 60' wide and 20' high in size.

To the left you can see a curtained off area beside which are some gathered furs that look as though they serve as the Ogre's bed, to the right is what looks like a fireplace with a natural chimney heading out of sight into an enclosed part of the ceiling above, however at the opposite end of this cavern is a large wooden table and an iron bound chest located just beyond the table.

Talden sweeps the curtains aside with his axe held ready so that he can see what lies behind it and then begins to search the room. First checking through the area where the ogre slept in case there were keys left behind then moving to the table and lastly to the chest. He will check to see if the chest is locked.

Perception (sight/sound) to search the room (1d20+7=18)

Talden:

Spoiler:
It takes you a bit before you realise Tenna's found it but it appears to be under the chest from how Tenna seems to be looking


Tenna Milcress wrote:

Tenna sighed with relief, if only for the moment. At least there were no corpses visible. She carefully walked about the cavern, looking for a key.

Are any of us carrying lit torches? I'll light one of mine if not.

Tenna:

Spoiler:
It takes a moment before you realise its under the chest, but its quite heavy and to move it you need to make a strength check


Tenna Milcress wrote:

Tenna paused for a moment, steeling her nerve, and then picked her way through the corridor to the right. She hoped to beat Bogorin in there, just in case the worst had come to pass. She didn't want to see something like the stories she had heard made reality, but she especially didn't want old Bogo to see it. She liked the dwarf.

Tenna's trying to rush past Bogorin, just in case the worst did happen.

Within the lair

This cavern serves as the living quarters of the ogre and is 40' deep, 60' wide and 20' high in size.
To the left you can see a curtained off area beside which are some gathered furs that look as though they serve as the Ogre's bed, to the right is what looks like a fireplace with a natural chimney heading out of sight into an enclosed part of the ceiling above, however at the opposite end of this cavern is a large wooden table and an iron bound chest located just beyond the table.


Herve Esterel wrote:
Do the ogre have any keys on him ?

No keys, he's wearing some now badly shredded studded leather, the greatclub he was wielding and a large javelin slung across his back


Glennis Murphy wrote:

Hey there.

I am having been having big problems getting onto EN World for a couple of weeks now. I keep getting the cannot display this website msg. Anyone else having this problem at all?
:)

Nope, which bit do you have trouble with?


Rimrock wrote:
Hopeless, Willy is updated to commoner 1/barbarian 2. I used the Barbarian rules in the Beta book, not the update posted by Jason on the boards.

Okay, wasn't even aware of the updated version so thanks for that!


French Wolf wrote:

I just received my copy of Legacy of Fire Part One, its great and I'd like to run it on the boards.

If anyone is interested please post here over the next couple of days.
The game will be 4-6 players maximum, Pathfinder Beta and 20 point buy system or dice roll for stats.
I believe in the honour system as well, especially Invisible Castle hates my characters.
Rimrock and Tio let me know if you are still keen, and just so everyone knows, like Malvoisin I intend to roll randomly for players if there is a lot of people up for this. Probably Sunday evening at the latest the way the others have filled up in the last couple of weeks.
Cheers

I'm interested but don't have the Legacy of Fire player's guide yet any chance you could go over what backgrounds are available for it I am assuming like Curse of the crimson throne and second darkness it has backgrounds for why the characters are involved?

Have ordered it via leisure games since I'm really lousy at figuring out conversion rates for ordering from the UK...


Bogorin Rockstomper wrote:
Then looking down at the dead Ogre, all trace of mirth fades form the dwarf's face for a moment as he kicks savagely at the corpse "N' That's fer Dale!" Torn for just a moment from his Dwarven avarice telling him to loot the corpse first and his fatherly concern over his favourite barmaid, his heart wins out as he says in consternation "This still ain't over! We need tae find ma girl!" Feeling more urgent the closer they seem to get, Bogorin looks around and calls out as loud as he can "DALE! Dale! It's Me, BOGGO! Where are ye lass? I...we've come tae rescue ye! Give us a shout tae let us know where ye be!"

There's no response.

]Listening intently for a response, if he hears none, the worried dwarf will start to move further down the passageway. [/QUOTE wrote:

Ogre's Lair

In front of you the corridor leads to a junction with corridors' leading both left and right, from where he's standing Bogorin can see that the corridor on the left leads into a storeroom whilst on the right it opens into where the Ogre was living.


Rimrock wrote:
Hopeless, how do you want us to do the next hit die?

You can either roll it or half the die value and add 1 for example say you're rolling a d6 halved its a 3 with the +1 for 4 extra hp.


Interesting read, thanks for the link!


Cacophonik wrote:

Am I correct in thinking that the only thing standing between Mirth and Our Heroes is a pack of (maybe not so patient or attentive)rat-Halflings, who surround the otherwise difficult-to-find entryway to the catacombs?

Is it feasible that, with a bit of hobnobbing, bluffery and sneakishness, Mirth could follow the trail of carnage blazed by Our Current Heroes, in an attempt to meet the White Lady in her lair, consequently stumbling into the scene at hand?

Not elegant, but it is hypothetically possible.

Happy to hear better suggestions from anyone, of course.

Don't imagine that y'all are planning on retreating to the monastery any time soon, maybe to escort Perigia back out to erm.. rest?

Or a freak appearance of the spell plague causes Perigia to be replaced by Mirth leaving open the sub plot of finding out what caused this to happen and where did Perigia disappear to?


Ken Marable wrote:


For my kids, we used the Character Builder and it really helped. Even if you aren't a DDI subscriber, I think the demo is still out there with the first 3 levels from the PHB. That should be enough to get started.

Yes still using it in fact well until they reach 4th level...

[quote=]The process we used was looking through the books and my miniatures for inspiration. Then talking about the classes in general, and lastly using the CB and just walking through "Which of these choices do you want?"
However, we also had some changes as we went along, and I was fine with that. My oldest (9) started with a druid, but then got totally fixated on wanting a pet, so last night we rebuilt her PC as a beastmaster ranger with druid multiclass. My son (7) has always been just wanting to be fighters, even in every little one-shot we ran. But after he went from being interested in a flaming sword, to wondering about multiclassing into wizard, I talked to him and told him about the swordmage again and it finally clicked as the class he really wanted. I think the only reason my youngest (almost 6) hasn't changed her PC is because she's not really into the rules, and I reskinned her cleric as a "fairy summoner" - she summons a fairy who hits a bad guy then heals one of her friends before flying away. As long as she gets to do "fairy magic", I could give her any class and she'd be happy.
But it is taking them a bit to realize just what they want their characters to be. Thankfully, though, it appears to be more figuring out how best to realize their idea than really switching ideas (that's me - too many fun DMPC ideas to play!).
Using the CB, however, it was no problem at all making PCs with my kids.

Interesting idea about the cleric, I wonder if the phb 2 has anything to do with summoning?

I do know about the guardian daily power, but that is an interesting idea although I'm not referring to its use in 4e though.


Just for reference whilst Bogorin, Talden and Tenna gained a level after defeating the Dire Wolf following the fight with the Ogre both Herve and Willy do as well.
The xp tallies have been updated and npc xp requirements amended due to an oversight


Khaladon wrote:


Boggo hasn't told me all the details of his past yet, but I figured it's something that will come out with time. If that works for you? And since I already spent the time choosing, I'll stick with what's he's got. Though if/when he finds out who gave him the boost he may spend some special time in homage to Cayden (of course he may just get drunk Anyway ;-) .
Oh, and the wood shattering was a result of the Domain Power the Artifice Domain gives btw.

I actually thought all that did was repair objects, thanks for that update.

]He is a Warrior2/Cleric1 (The Warrior2 has been there for a while now) If there's still something messed up, please let me know. I don't understand why those two knowledge skills are not class skills anymore though? It says they are in Pathfinder Beta I think? [/QUOTE wrote:

Only fighters get those knowledge skills unfortunately so all it would mean is that they don't get that +3 bonus for being class skills.


All the best then.


David Fryer wrote:
Out of curiosity, do you think I should roll up their characters, or allow them to do it? My sons are 11, 8, and 6.

You do it, well maybe let the 11 year old roll up his own if he wants but have say 4-6 pregenerated characters available so they can select from them unless the 11 year old wants to do it instead.


Tenna Milcress wrote:

Alright! Scooping up the strange bracer, Tenna made her way through what was left of the rubble, stepping just inside in order to ensure as clear a shot as she could get with everyone else crammed in the tunnels fighting. She pulled the special arrow out of her quiver and nocked it, taking careful aim. They trusted you with this thing! Make it count!

Gritting her teeth, she let the arrow fly.

Precise Shot avoids 4 penalty for shooting into melee

Ranged Attack Roll: 24
Damage: 8 (for a normal arrow, 1d8+1 = 7+1)

Willy steps up and slams a powerful blow enough to send the Ogre almost to his knees.

Stepping to one side trying to flank the Ogre with Bogorin they're almost in position when the Ogre lets out a startled gasp.
Tottering Bogorin and Willy suddenly notice the arrow imbedded in the Ogre's chest so deeply that only its end is visible and even then they almost miss noticing it.
The Ogre drops his club and tries in vain to pull the arrow out, but it gasps for breath as its mouth begins to bubble blood as finally mortality catches up with it as it collapses face first in front of you...

Congratulations the Ogre is dead!


Out of curiosity did anything develop from Scott Rouse talking to Warner time?

There was talk about a new D&D series whether based on wrath of the dragon god or an animated series but there's been nothing since, I was wondering if any of you have heard anything about this.


Brallin reaches into a pouch and after chanting something softly pulls from his pouch a handful of berries.

"Anyone hurt?" he asks after a moment before realising there's another battle being waged beyond the now open corridor.

He's holding 5 berries that look remarkably fresh

Meanwhile although Bogorin has struck the ogre he still views Willy as more of a threat and pulling his club back he swings at him.

Rolled a d6 to see who he'd go for 1-3 Bogorin since he's closer and 4-6 for Willy although both are in the Ogre's melee range, rolled a 4 so he uses his club and rolls an 18+6 for 24 to hit doing 1d10+4 damage and rolls a 9+4 for 13pts of damage to Willy

The blow sends Willy reeling.

Willy's turn


Aaron Whitley wrote:
Hey, did we all go up a level? Is Talden supposed to be Warrior/Ranger 1/2 now?

Yes, I believe he took the alternative class version of ranger didn't he?


Tenna Milcress wrote:

I'm updated now too. Please let me know if I messed something up.

I tried to find Careful Aiming in the Beta like forever, but I never did see it. It's listed under the ranger's combat feat section...

I suspect it was renamed Deadly Aim given its the archer equivalent of power attack, I believe you've still to roll another d10 for hp and 2 speare skill ranks unless your favoured class bonus was for extra skill ranks instead of hp?

Oh and you saves I think should be +4 for fortitude, +8 for reflex and +2 for will, I didn't realise you wasn't wearing armour.

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