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Div, Pairaka

karkon's page

RPG Superstar 2013 Dedicated Voter. Pathfinder Society Member. 1,379 posts (1,385 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters.



Silver Crusade Dedicated Voter 2013

So the Oracle of Metal can take the following revelation:

Quote:
Iron Weapon (Su): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear's shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

I like the idea of summoning weapons as needed so I have been trying to think of clever uses. The obvious ones like reach weapons, or using the special properties of certain weapons spring to mind.

So could my oracle summon a composite strength bow of any rating I desire? I believe so but I am not certain.

A little tricksy but could I also choose to summon a spiked shield?

What other clever uses might be hiding in this ability?

Silver Crusade Dedicated Voter 2013

1 person marked this as a favorite.

I have a player who has been playing an Urban Druid for a while and is a bit unsatisfied. Fortunately, I offer one free rewrite for a character and he is planning to take advantage of it. While discussing his rewrite he mentioned that he was having trouble finding something that fits his character concept and I suggested he take a stab at writing an archetype to fit his idea.

He took the Urban Druid as a starting point.

long archetype:

Ambassador of Nature

While many druids keep to the primal wilderness and consort with unintelligent animals and beasts, the Ambassador of Nature focuses his passion and primal instinct towards cultivating relationships with the sentient races of Golarion. As comfortable underneath the open sky as they are in a debating court-room, the Ambassador acts as a diplomat for nature’s interests in the civilized world.

Class Skills: An Ambassador of Nature’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (geography) (int), Knowledge (Nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). This replaces the standard druid class skills.

Spontaneous Casting: An Ambassador of Nature can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature’s ally spells.

Bond of Civilization (Ex): An Ambassador of Nature may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.

Master Linguist (Ex): An Ambassador of Nature forsakes her relationship to animals and the creatures of the wild to foster her bond with sentient races and gain a better understanding of the languages. She gains a +1 bonus to her Linguistics and Diplomacy skill, and for every rank she places in Linguistics, she gains two languages known instead of one. This ability replaces wild empathy and nature sense.

Lorekeeper (Ex): At 3rd level, An Ambassador of Nature adds Bluff, Knowledge (History), Knowledge (Local), and Knowledge (Nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks. This ability replaces a druid’s woodland stride and trackless step abilities.

Sentient Forms (Su): An Ambassador of Nature gains the ability to turn herself into other sentient creatures of different types. At 4th level, she may change into the form of another small or medium sized humanoid creature and back again once per day. Her options for forms include all creatures with the humanoid subtype. This ability functions like the alter self spell, except as noted here. The effect lasts for 1 hour per Ambassador of Nature level, or until she changes back. Changing form (to another humanoid or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of a humanoid the Ambassador of Nature is familiar with.

An Ambassador of Nature can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a Ambassador of Nature can use Sentient Forms at will. As an Ambassador of Nature gains in levels, this ability allows her to take on the form of monstrous humanoids of varying sizes, dragons, and giants. Each form expends one daily usage of this ability, regardless of the form taken.

An Ambassador of Nature can cast spells while in any of her Sentient Forms and her equipment resizes to fit her save for when she assumes the form of a dragon at higher levels, which causes the equipment to meld into her body as the usual wild shape ability.

At 6th level, an Ambassador of Nature can change into a small or medium monstrous humanoid. When taking the form of a monstrous humanoid, the Ambassador of Nature’s Sentient Forms functions as monstrous physique I.

At 8th level, an Ambassador of Nature can change into a tiny or a large monstrous humanoid. When taking the form of a monstrous humanoid, the Ambassador of Nature’s Sentient Forms functions as monstrous physique II.

At 10th level, an Ambassador of Nature can change into a diminutive or huge monstrous humanoid. When taking the form of a monstrous humanoid, the Ambassador of Nature’s Sentient Forms functions as monstrous physique III.

At 12th level, an Ambassador of Nature can change into a medium dragon. When taking the form of a dragon, the Ambassador of Nature’s Sentient Forms functions as form of the dragon I.

At 14 level, an Ambassador of Nature can change into a large dragon or a large giant. When taking the form of a dragon, the Ambassador of Nature’s Sentient Forms functions as form of the dragon II. When taking the form of a giant, the Ambassador of Nature’s Sentient Forms functions as giant form I.

At 16th level, an Ambassador of Nature can change into a huge dragon or a huge giant. When taking the form of a dragon, the Ambassador of Nature’s Sentient Forms functions as form of the dragon III. When taking the form of a giant, the Ambassador of Nature’s Sentient Forms functions as giant form II.

This ability replaces Wild Shape and A Thousand Faces.

Resist Temptation (Ex): At 4th level, an Ambassador of Nature gains a +2 bonus on saves vs. divinations and enchantments. This ability replaces the resist nature’s lure ability.

Mental Strength (Ex): At 9th level, an Ambassador of Nature gains immunity to charm and compulsion effects. This ability replaces venom immunity.

I took out his notes to give you guys fresh eyes. My major concern is around the Sentient Forms power. Is it too powerful? Also is the archetype well balanced? What are your suggestions to fix any problems?

Silver Crusade

Ok, after nearly two years of a home game I was finally convinced to try PFS. I made a barbarian and we were run through an adventure that was very difficult and I was not happy with the Barbarian (Silver Crusade).

So I created a nice Wizard (Conj, Teleportation) and made his faction the Silver Crusade. I ran through an adventure which through coincidence was the same one the barbarian ran through-which you can apparently do at 1st level. I let the other players take the lead and was complimented on not using player knowledge to help my character (not relevant but that is my super-power).

So here is my question. The Silver Crusade faction quest was challenging to complete and after the game I read the other quests and they seemed quite simple.

1) Is it the case normally that the Silver Crusade is challenging or does it vary with the adventure?

2) If I want to use my 1st level re-write to switch factions do the points from previous adventures carry over or do I start over?

3) What are the popular factions? Two players were Andoran and I saw that having a friend help on missions is very nice.

4) Does Osirion have interesting missions? My character is Garundi (which I think is from that area) and I want him to be an Osirion national.

Silver Crusade Dedicated Voter 2013

New to PFS and I had an idea for making a cleric with crazy high saves but still a viable character for the game.

My basic idea:
Dwarf
Cleric with Protection domain
Steel Soul Feat
Resilient and Indomitable Faith Traits

So the base saves at 1st for Fort and Will are 2+1(protection)+1(trait for Will/Fort)+4 (vs Magic from Steel Soul)+ Ability bonus

Reflex gets 0+0+4+ability (probably +1)

So I expect Fort to be +9 vs magic, Will to be +11, and Reflex +5

Protection is nice in that it increases every five levels by +1. I could take the save feats but then I would be burning all my feats.

Questions
Is my save at 1st high enough that I don't need to use the feats to keep up over levels?

Do I need to do anything to make this character more viable for the other aspects of PFS adventures?

Silver Crusade Dedicated Voter 2013

So this come up a lot as my group is still stuck in some old 3.5 habits. As far as I can tell the only creature types immune to these things are ooze & elemental. Incoporeal is immune to criticals and sneak attacks.

It does not seem like any other type has any immunity tho those things. I am fine with that but i just want to be clear.

What would be really useful is a list by attack type and then list what types are immune to it.

Critical: ooze: elemental, & incoporeal
Sneak attack: ooze, elemental, & incoporea
Flank: ooze & elemental

It could continue on with bleed, stun, etc. That makes it much easier to look up I think as some creatures have a ton of immunities.

Silver Crusade Dedicated Voter 2013

So I have a problem. For story reasons the players need to explore and clear out a mini dungeon under the military HQ of a nation. A trap door was found in a basement and being that it was trapped and obviously magical they called in the elite forces. Enter the PCs.

I am concerned that at some point the players will just get the idea to call in some troops and clear the thing out kinda negating the whole adventure. My first inclination was to do a "the door seals itself behind you disappearing into the stone" thing. But it felt cheesy. I have been ruminating for a week and I can't think of a better idea.

Advice please.

Silver Crusade Dedicated Voter 2013

What expansion, module or accessory has the most information about the Gorilla king? I have the Inner Sea Guide and the primer but I would like more details.

Silver Crusade Dedicated Voter 2013

Animate Object wrote:
An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell.

You can animate 1 small object per level according to the spell. A colossal object takes 32 levels according to the spell. How would that be achieved?

Silver Crusade Dedicated Voter 2013

I was looking at my old 1st ed books and the multi class combinations. The Elven F/Mu/Th was a fun one. The question is whether we could make one in Pathfinder that would also be useful? Would combining eldritch knight and arcane trickster make a viable character?

Fighter 1
Wizard 5
Rogue 3

Then Eldritch knight and Arcane trickster alternating?

Start with Magus and Rogue? Then Arcane trickster and magus alternating?

Is there a better way?

Silver Crusade Dedicated Voter 2013

I would like to know which Paizo books have a lot of information about Aroden in them. I am planning out the high level stages of my campaign and I have an idea revolving around Aroden's death, Cheliax's infernal pact, and the borders of the empire.

Silver Crusade Dedicated Voter 2013

I am making some adjustments to the rogue for my home game. I just want to get some feedback. Particularly if I am making the combat and magic rogues too strong and how to adjust the skill rogue.

At 1st level a rogue choses to be Skill, Combat, or Magic.

Skill Rogues: have 10 skill points per level. They gain skill focus at levels 3, 6, 9, 12, 15, & 18. If they choose skill focus in a non-class skill then it is a class skill for them. 5th level: Once per day a rogue can take 20 on any rogue class skill as a standard action plus one additional time per day at 10th level.

Combat rogues: gain combat feats instead of rogue talents. They can use their rogue level minus 6 to qualify for fighter only feats. They gain proficiency in five martial weapons of their choice. If a combat rogue critical hits when sneak attacking he can add in his number of sneak attack dice for multiplying on a critical. For example a 7th level rogue would add 4 to his damage for critical hits.

Magic rogues:gain spell casting at level 2 instead of rogue talents. They are spontaneous casters. Their casting progresses as shown on the following tables:
Spells known may be taken from the Wizard spell list in the Core Rulebook only.

To accomplish spell casting the rogue gains a bonded item (ring, weapon, or amulet). This item is masterwork quality. They have this item at 1st level. The rogue must be wearing or holding this item to accomplish spell casting. If the item is destroyed or lost it can be replaced immediately for 200gp per rogue level. Spell casting is not regained until the item is carried for 1 week. Magic rogues cannot take metamagic or item creation feats or any feats that have spell casting as a prerequisite.

Magic rogues use Intelligence as their spell casting statistic gaining bonus spells/day from it as appropriate. At every 4th level rogues may choose a new spell to replace one previously known spell.

Sneak attack dice are d4 for magic rogues.

Spells per Day & Spells Known
Level 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
3 1 1 - - - - - - -
5 1 1 1 - - - - - -
7 2 1 1 1 - - - - -
9 2 2 1 1 1 - - - -
11 3 2 2 1 1 1 - - -
13 3 3 2 2 1 1 1 - -
15 4 3 3 2 2 1 1 1 -
17 4 4 3 3 2 2 1 1 1

Silver Crusade Dedicated Voter 2013

What sounds or phrases do you use during a game. A few examples of mine:

I say "Time to die, clown!" when my wizard uses direct damage spells (usually because he is panicked due to enemies getting close to him.

When I use invisibility so I can summon or when I use my conjurer (teleportation school) power (see above) I say "later losers".

When I move the whole party's minis across the board I make the Hamburgler "robble robble robble". If we are sneaking I do it quietly.

If I am running away and moving my mini away from an enemy I do the Curly and Zoidburg "woob woob woob woob".

Silver Crusade Dedicated Voter 2013

I am getting ready for a campaign that will feature espionage and general evil foiling. The player's are part of an established group and are sometimes provided with special items. I have designed a few but I want to make certain I have not left them open to abuse. One thing I did is make most of them expendable.

Feather Armor
This feather token magically attaches to your armor. When activated it lightens your armor making it feel as light as a feather. For one hour you suffer none of the penalties associated with that armor (movement, dex cap, check bonus). When the hour is over the item is expended.

Officer’s token
This is given to officers and NCOs and attaches to your armor or clothing. As a standard action you can pull off the token and throw it at an ally using a ranged touch attack. You have a +4 bonus to hit characters who are wearing a token. If you hit the target you can speak the command words, “Get over here” to dimension door the target to a square adjacent to you. This expends the item. If you miss you can say the command word to return the item to your hand.

Shrink a Dink Token
This item shrinks a weapon as the spell Shrink but only for size not cloth like composition. The token can make the item seem like pin so it can be fastened on or in clothing. This shrunken weapon gains a +4 sleight of hand bonus to hide or stealthily draw the weapon. As a move action the weapon expands to normal size. This expends the token.

Spell Book Token
This item was made to help hide spell books and other important paper goods. On command it shrinks a paper item like the shrink spell. It can fashion the item into a pin so it can be fastened on or in clothing giving a +4 to checks made to hide it. Upon command the item expands to normal size. When used on a spell book this item has unlimited uses. When used on other items it expends after one use.

Presto Chango Token
This coin token has a king on one side and a pauper on the other. It is used by spies to penetrate places when frequent changes of clothes may be required. When the command word is spoken this coin changes the bearers clothing into any type of outfit from beggar to king. This is real clothing which gives it a benefit over the hat of disguise’s illusory clothing. This gives a +2 bonus to disguise and diplomacy checks. Once activated the token can change clothes an unlimited amount of times for the next 24 hours. Clothes can be removed but if they move more than 10 feet from the bearer they return to their original form.

Specific outfits can be duplicated. Armor can be changed into other armor but retains the same qualities (AC etc). Armor can also be changed into clothing with your outfit. Armor can be changed into clothing but retains none of it’s qualities.

Changing outfits is a standard action. Returning to your original outfit is a move action.
Spell Breaker token
This token attaches easily to clothing or armor. If you fail to save against a spell that targets you and has effects that last more than 1 round you can activate this token on your next turn as a standard action. You are treated as having saved against the spell. Activating the token bears a physical cost, you are fatigued. It also expends the token.

Not Quite Dead token
This token attaches easily to clothing or armor. You activate it every morning by spending 1 hit point. If you are knocked below 0 hit points the token activates on your turn and heals 1d8+5 hit points. This expends the token.

That is all.

Silver Crusade Dedicated Voter 2013

I am preparing for a game where the PCs will play as members of the Golden Eagles in Andoran. I am having them create three characters using different methods for reasons I don't want to elaborate upon. I am just looking for feed back on my rules.

Characters:
Starting out you will create three characters classified as A, B, or C.
A) Will be built using 25 point buy per the rules. No stat can be lower than 7.
B) Will be built using 4d6 drop the lowest rules. Rolls will be made in order. When finished you may switch two stats with each other.
C) Will be built using 3d6 take them in order. At 1st level they will have two classes a primary and secondary. The first level of the secondary class does not count toward character level. Characters may increase its level using the normal multi-class rules or they may just enjoy the benefits of having an extra class level. Hit points from the secondary level are average per the following rules in Character advancement.

Regarding B&C characters can be rerolled if the total stat bonus is less than +2 before racial bonuses.

You are allow standard PC races. C-characters may also be aasimar but give up the extra secondary class to do so.

Class Changes & Information
Rogues: Rogues receive one of these talents as a bonus at 1st: Trap Spotter, Combat Trick, or Minor Magic.

Ranger: Humanoid Human is a good enemy choice. There will be a wide variety of enemies so the Guide archtype might be better. Other common enemies will be evil humanoids, devils, & undead.

Character advancement
Starting with second level characters receive average hit points rounded up, see the following chart. This prevents a streak of poor rolls weakening a character. Overall each character gains 1 more hit point than average every two levels. This makes each character a little hardier.

Hit Die Avg HP round up
d6 4
d8 5
d10 6
d12 7

Experience Points
Advancement will be done via experience points handed out at the end of a session. Non-combat encounters will give experience commensurate with combat encounters of the same danger. Bonus points will be given for good ideas, heroic actions, or other interesting in character actions. Writing a journal entry for a character gives +10% experience bonus for the next game. Journal entries can expand on the character’s background, give the character’s viewpoint on previous adventures, or talk about the character’s interests. Other topics are possible too.

All your characters receive the same experience every game. Individual experience may vary some.

Traits:
Campaign Traits
Officer: Your character is a lieutenant in the Golden Eagles. You are provided with one of the following: masterwork weapon of your choice, a masterwork piece of light or medium armor, 6 scrolls of any first level spell. Officers receive a monthly salary starting at 30gp (soldiers are paid 14gp a month). Pay will increase with rank. At the rank of major you are assigned an adjutant to assist you with operations.

Sergeant: Your character is a non-commissioned officer in the Golden Eagles. Your rank is Staff Seargent. You are provided with a free weapons and armor worth up to a total of 160gp or 4 scrolls of any first level spell. You receive a monthly salary starting at 20gp. Pay will increase with rank. At the rank of Master Sergeant you will be assigned a sergant to assist you with operations.

If everyone wants to take one of these traits then the order of choosing will be randomly determined by d20 roll. I would like everyone to take this trait for at least one character but if you do not want that then other players can take it.

Hero of the Revolution: You were a hero of the revolution. The Revolution started 42 years ago so older characters (68 or older) can choose to be a hero of the revolution. In Cheliax, Andoren or Galt you are well known because of your deeds. Supporters of the revolution will not let you pay for any normal item, housing or food. You receive a 10% discount off any item you purchase from supporters. Rich supporters may give you gifts of valuable items. You receive a +4 to any charisma based checks made with supporters of the revolution.

Children all over Andoran are named after you. Your home town has a statue of you in a heroic pose in the town square and has named the main road after you. Major cities in Andoran also have a street named after you and possibly a piece of art showcasing your heroics. Your heroic qualities are mentioned in revolutionary literature across the inner sea.

Enemies of the revolution know you. Charisma checks receive a -4 penalty for any enemies and checks to hide your identity suffer a -2 penalty in all cases. They may use any legal authority they have to hinder you. Keep in mind that the official position of a nation regarding the revolution (e.g. Cheliax) will not be what every citizen thinks of the revolution.

Silver Crusade Dedicated Voter 2013

So in our game we have an halfling. We are playing in CoT and most of the magic armor and weapons are medium sized (human empire and all that). I am thinking that I could use craft wondrous to make items that would allow him to use upsized weapons but not gain upsized weapon damage.

So for example we find a medium short short sword +3 and he wants to use it. I am thinking that some magic gloves could shrink the weapon to small size when he uses it. Same for armor but he uses a belt.

Now my original idea was shrink item but that costs 18000gp (base price)--or maybe 36,000gp--not sure on all the modifiers.

I suppose I could use enlarge person. I mean a lot of magic items use spell effects only tangentially related to the magic item.

Anyway, I am seeking advice on how to make this item, the cost calculation, the requirements, etc.

Silver Crusade Dedicated Voter 2013

So I want to make boots of invisibility. Command word activated with 2 charges per day.

Based upon the magic item creation chart a command word spell effect costs (spell level x caster level x 1800)=2x3x1800=10800

Daily charges modifies that by dividing 10,800 by 5/(charges per day=2)= 4320.

Compared to a ring of invisiblity (20,00 with unlimited charges per day) I think that I have the pricing in the right range.

Just looking for feedback on my calculations and concept.

Silver Crusade Dedicated Voter 2013

So I just got into pathfinder a few months ago. I have been looking at the subscriptions and been somewhat enticed by the free pdf offered with them. The problem is when I look on Amazon for pathfinder books they are usually cheap enough that I could buy the book on Amazon and the PDF from Paizo and still come out a few dollars ahead.

The Amazon price reflects their cost plus profit so Paizo is selling the book to Amazon for even less. So I think Paizo would come out more than a few dollars ahead if they gave free PDFs with purchase to anyone.

Of course the subscription is a nice steady stream of income so they will still need some benefit. A discount or small perk could make the difference for subscribers. They could also continue the same model and only offer the book + PDF after a month or two. This gives subscribers exclusivity.

Silver Crusade Dedicated Voter 2013

So I am retiring my ranger because the party's arcane support left the group. I made a nice wizard but started thinking that with the APG a wizard EK could be a decent ranged combatant.

We roll so my stats are 17, 17, 13, 12, 11, 9 and I can use ultimate magic plus APG plus core. We are in Council of thieves adventure path so I should top out around 12th level. We have a bard, rogue, cleric, fighter.

So the question is whether I should stay straight Wiz or try to change it up. If changing it up what do you recommend/

Silver Crusade Dedicated Voter 2013

In last night's game we were attacked by stirges and "effectively grappled." The bard uses a bow and he tried to break the grapple. The DM argued that he had to drop the bow to do so. My counter argument is that he could still hold on with one hand while trying to break the grapple. We decided to go with his ruling and have me research between games.

So can you hold on to a two handed weapon and try to break a grapple?

Silver Crusade Dedicated Voter 2013

Post the crazy rules you hated.

I had a DM who made you keep track of the damage taken from each individual hit. When healing wounds you could only use a heal spell that could heal a max damage greater than the individual hit. So if you took a 9 point hit you had to use cure moderate not cure light. Very troublesome.

Silver Crusade Dedicated Voter 2013

So I am looking to make a character who needs to make no or almost no rolls for combat. That probably rules out all martial characters. I was thinking some sort of buff/battlefield control mage but also wondered if other classes might work.

Assume APG and core and 20 pt build.

Silver Crusade Dedicated Voter 2013

I was glancing at the favorite character thread and misread it as first character. I decided to start a thread relating to my misreading.

My first character was a human thief for the Red Box basic D&D set. It was the first time any of us had played so it took us an hour to put them together.

Once finished my thief, and my brothers' cleric and fighter walked up to the dungeon.

I fell in a pit trap and died at the entrance.

Silver Crusade Dedicated Voter 2013

I was engaging in a bit of an intellectual exercise regarding making really good rolls with really bad ones at creation. Then I wondered what race and class would make an amazing character at 20th. I thought it might be a nice thread.

I leaned toward a wizard, possibly elven with the 3s in cha and str.

Silver Crusade Dedicated Voter 2013

So my group needs someone to be the frontline fighter in an urban campaign we are starting. we rolled for stats and I did alright 17, 17, 13, 12, 11, 9 much better than the 20 point buy I was suggesting. Originally, my concept was a dwarven fighter cleric. Fighter for tanking and cleric for some flexibility for the non tanking times.

But thinking about it I realized that a ranger might be a better option. I can put 17 in str and dex, still have a good con with the dwarven bonus and a good wisdom. If I wear Medium armor that works with my dex then I should still have a pretty solid armor class for most fights. I took the armor expertise trait to help with stealth rolls and other armor check skills (of which the ranger has many)

Treatmonk's ranger guide kinda confirmed my idea of the archer ranger who hits hard with a two handed weapon.

So the question is can I be a solid front line fighter throughout a campaign if I stick with ranger?


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