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Depora Azrinae

kevin_video's page

Goblin Squad Member. Pathfinder Society Member. 2,054 posts (2,055 including aliases). 8 reviews. No lists. 1 wishlist. 7 Pathfinder Society characters. 4 aliases.


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Grand Lodge

kevin_video wrote:
I'm currently a level 2 pyro, and he's almost completely useless. Every fight has been with guys who have only melee weapon attacks, or major resistances to fire. Then there's the high SR. Five sessions and he's only been useful once, and it was against a skeletal dragon.
Deadbeat Doom wrote:
What kind of game are you playing in that you are encountering fire resistance and skeletal dragons at second level?
mplindustries wrote:

I have to agree: what kind of game are you playing?

In all my years of playing, I've never encountered SR or Fire Resistance at levels 1 or 2. I usually don't see SR show up until at least 6 or 7, and when I do, it's usually paired with Fire Resist, since it's generally on a demon or devil.

I mean, seriously, a skeletal dragon?! At 2nd level?!

The weapon issue, well, yeah, that's a good deal more common. I know the APs involve mostly monster types, but, in general, when I run games, the opposition is mostly made up of weapon-users, and I'd say it's a pretty even 50/50 split between weapons and natural attacks in the games I've PCed.

You guys are kidding right? PFS. Like, legal PFS. I'll hide the names of the adventures so as to not spoil them. If you haven't played them, and you look, unfortunately it's still spoiled.

PFS Scenarios:

The Night March of Kalkamedes (skeletal zombie black dragon, and glaberzu if freed )
Severing Ties (golem with fire resistance 10)
Race for the Runecarved Key (tiefling rogue)
The Pendumbral Accords (iron cobra with SR 13)

Grand Lodge

Protoman wrote:
That's a great point, mpl. My pyro just hit level 3 picking up weapon finesse and for the first time in his PFS career I'm looking forward to bait enemies into melee to take advantage of kinetic blade + searing flesh (2 burn for 2d6 Fire damage) + high hit points.

I'm currently a level 2 pyro, and he's almost completely useless. Every fight has been with guys who have only melee weapon attacks, or major resistances to fire. Then there's the high SR. Five sessions and he's only been useful once, and it was against a skeletal dragon.

Grand Lodge

Mark Seifter wrote:
mplindustries wrote:
kevin_video wrote:
Mark Seifter wrote:

Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!

...but also the other three elements, even though it doesn't fit the "heat of the summer" theme

I'm REALLY hoping that Searing Flesh gets a boost as the levels progress. The idea that you deal damage against those with unarmed strikes and natural attacks, as an immediate action, is okay at low levels that deal with slams, unarmed strikes, and animal attacks. Chances are though you're more likely to be facing off against people with clubs, spears, swords, and other melee weapons.
I think the confusion is that turning the ability on takes an immediate action. Once you've turned it on, though, it's just on until you turn it off.
I think I found a way to word it that keeps other staff members' valid point about being able to lower the ability in mind while making it clear that it's normally always up (basically by dropping the immediate action from the beginning and making the wording more explicit at the end).

Okay, then I'm hoping for a trait or feat that extends the Searing Flesh ability to also do damage against melee wielders, and maybe a feat that as a standard action, turns it into a 5 ft. aura for one attack.

For reference, I direct you to the Magic of Incarnum book's Mantle of Flame.

I'm hoping with the update coming next year, we see that pyrokineticist on par with the other kineticists.

Grand Lodge

Mark Seifter wrote:

Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!

...but also the other three elements, even though it doesn't fit the "heat of the summer" theme

I'm REALLY hoping that Searing Flesh gets a boost as the levels progress. The idea that you deal damage against those with unarmed strikes and natural attacks, as an immediate action, is okay at low levels that deal with slams, unarmed strikes, and animal attacks. Chances are though you're more likely to be facing off against people with clubs, spears, swords, and other melee weapons.

Grand Lodge

Just sent in the second article.

Grand Lodge

Sean K. Reynolds did it as an advanced satyr with levels in bard. He also wrote up Santa in 3.5 D&D.

Another author did it as a troll barbarian 10. This person revised Sean's Santa for Pathfinder, and added a few others to the mix.

Grand Lodge

kinevon wrote:
kevin_video wrote:
@Brian D. Mooney -- Do you happen to have a path of any kind that just uses Season 0 by itself?

I don't think this would be possible, what with 9 of the Season 0 scenarios being retired, so there are only 19 left.

That would, if it were even possible, only bring a PC up to 7th level, and I am unsure if there are enough low tier scenarios to get up high enough level to even think about the Season 0 Tier 7-11 scenarios.

** spoiler omitted **

Assume that the nine scenarios aren't retired, and are instead being used for a non-PFS campaign instead. They are 3.5 afterall. I know what the rules say about conversions, but I'm not worried about that.

Grand Lodge

@Brian D. Mooney -- Do you happen to have a path of any kind that just uses Season 0 by itself?

Grand Lodge

kevin_video wrote:
I picked this up a while ago, but never really looked through it until now (because I needed to for an upcoming game). Got a question regarding the Roper-Blooded ability on page 20. What's its CR+? I'd assume +1. It's not listed.

Haven't heard back on this, and also want to add the "Olfactory Deceiver, Superior [Noxious Stench] (Su)" ability. Assuming this is +1/2 CR as it too is not listed.

Grand Lodge

2 people marked this as a favorite.

Looked it up, and it's not on the list. So, going to add in the House Hunter Mimic. Three types: Young (large), Adult (huge), Ancient (gargantuan). Unlike standard mimics, these are able to live above ground, and can only mimic looking like houses, outhouses, stables, sheds, churches, and inns. I remember them from 2nd Ed days, and was reintroduced to them just a little while ago. Couldn't believe they'd never been updated since then.

Grand Lodge

Going to try a weal or woe before the end of the month.

Grand Lodge

3 people marked this as a favorite.

Just sent in my very first ever article to the magazine. Hoping it's up to the standards.

Grand Lodge

nighttree wrote:
kevin_video wrote:


The only thing missing is a way to heal your comrades like the water kineticist can. That's what our current spellfire user does. He's the medic.
I think Kenetic healer covers that doesn't it ?

I suppose, yes, but that's a touch. I kind of liked how Spellfire could also do it at range.

Grand Lodge

I'd like to add an upgrade for the pyrokineticist's Searing Flesh ability. Make it affect all melee attacks, and give fire resistance 5. It's Reflex Negates. The amount of natural and unarmed attacks that a pyrokineticist will be hit with during his career, is probably only going to amount of a handful.

I'd set it up like this. At level 1, it works as is. At level 3, it provides fire resistance 5. At level 5, the Searing Flesh creates just enough heat anyone who attacks his square with a hand held weapon takes the damage. At level 7, the damage increases. At level 10, it provides fire resistance 10. At level 12, the damage increases, and so on.
At certain levels, you could be glowing like a torch.

The main difference is that instead of the searing flesh being infinite, it's now level rounds per day + Con modifier.

A feat could also be made that would allow you to envelope a 5 foot radius with the heat for a round, as a standard action, but instead of Reflex negates, it could be Reflex half.

I've played a pyrokineticist four different times now at various levels, and it seems to be the only one that really got the short end of the stick.

I'd honestly wish this version of the class, and same with the others that have elemental attacks, gained something like 3.5's Searing Spell metamagic feat. You put it on a spell, and negate any resistance, or do half damage against immunity.

Grand Lodge

nighttree wrote:

I spent most of the playtest focused on the Medium...so have just been getting to some of the other classes...all in all, I like the keneticist...and that's coming from someone who not horribly into elemental themed stuff. My first thought was that I could pretty easily re-skin a Spellfire wielder with this class...something like

Class skills: A spellfire wielder adds Kn: Arcana and Spellcraft to her list of class skills.

Simple Blast: A spellfire wielder has access to the following simple blast wild talent.
Spellfire blast (Sp): You release a bolt of searing spellfire at a single foe as a ranged touch attack.
If you hit, the target suffers an amount of force damage equal to 1d6 + 1/2 your Constitution modifier.
This damage increases by 1d6 for every 2 kineticist levels beyond 1st. Spell resistance applies.

Defense: a spellfire wielder has access to the following defensive wild talent at 2nd level.
Spell eater (Su): you gain spell resistance equal to your keneticist level + 11.
As an immediate action, any single target spell or effect that fails to penetrate your SR increases your current effective level of burn by an amount equal to the spell level of the effect, for a number of rounds equal to the spell level.

Wild Talents:
1st: Extended Range, Kenetic healer,
6th: Snaking, Torrent, Fire sight,
10th: Chain lightning, Cyclone, Spray, Ride the blast,
16th: Explosion, Pure flame, Sharding,

create a few new wild talents...and BINGO...the spellfire weilder I have always wanted ;)

That said, I hope they come up with a few more options less tied to the four basic elements...or methods of modifying basic elements, for example "hell fire" or such.

The only thing missing is a way to heal your comrades like the water kineticist can. That's what our current spellfire user does. He's the medic.

Grand Lodge

Mark Seifter wrote:

Hi everyone, and thanks for playtesting the kineticist. I'm Mark, and I'm the kineticist design lead and your liaison for this playtest thread.

I will be updating this post occasionally as necessary with clarifications and other goodies, so do what you need to do to keep your eye on this post or just check it occasionally.

For starters, you're probably looking at getting more wild talents, so why not grab a feat for that which I would like you to playtest (don't mind the wording, just use it; and it's not PFS legal!):

Extra Wild Talent
Prerequisites: kineticist level 6th
Benefit: You gain a wild talent that requires kineticist level 1st. At kineticist level 10th, you can instead choose to gain a wild talent that requires kineticist level 6th. At kineticist level 16th, you can instead choose to gain a wild talent that requires kineticist level 10th. In any case, you can't choose a wild talent if you don't meet its prerequisites.
Special: You can take this feat multiple times. Each time, you must choose a different wild talent.

One of the things that should be changed is the level you can get this, unless at level 6 you're going to give the PC a bonus feat as a class feature, which they can then take this. So unless you're expecting obvious multiclassing, this should be either level 5, or level 7, when a Pathfinder character gets access to a bonus feat. Level 5 would suffice since it's a 1st level talent. Be the same as when a sorcerer gets a new 1st level known spell.

Grand Lodge

Alright, Thursty! I look forward to running and playing this adventure.

Grand Lodge

Someone did edit all of the magazines in pdf format and compiled it into one huge file though. If you search for it, you'll definitely be able to find it. And the conversions for it make it all the easier to play with the new system.

Grand Lodge

Snorter wrote:

I think a few of us have had a rotten year, with health problems for ourselves and families, or building calamities.

I'm fixing up a similar plumbing job as Tim, but at least without the joy of added wasps.

Yeah, 2014 unfortunately sucked for a lot of people, even if they had good parts throughout. One friend's still renovating their house after a fire broke out. And since the house is also their studio, they've been without work for a bit too. Insurance couldn't cover everything either, because loopholes. >_>

I'm just waiting to hear back on my first entry to make sure it's up to snuff, and then it'll be sent out. Likely by Friday.

Grand Lodge

Insain Dragoon wrote:

So the Triton encounter was hilarious. The 4 minion Tritons had Ride By Attack and Mounted Combat, but no Rapid Reload despite the tactics saying they reloaded and fired every turn.

Is there a document pointing out errors like this I can use, or do I need to do a really close reading on everything?

We wish there was an errata. I uploaded the triton oracle update myself as he was missing his monster HD.

When I ran it, I just took it as the minions used a move action to reload the bow, and a standard to fire. Essentially, they took potshots at the PCs.

Grand Lodge

Timitius wrote:

So, just a gentle nudge to everyone.....deadline for #13 is December 31st at 11:59 pm. Right now, we have 10 submissions total. Still lots of time, and the field is wide open as to the types of articles we need....we simply need ARTICLES, period!

I know this coincides with a busy time of the year, too. We are hoping that we still get a good solid number of submissions, to make this issue one of the best.

So.....SUBMIT!

I plan to have something by next week. Just waiting on Sean.

Grand Lodge

Put my vote in for an updated version of the vrykolakas.

Grand Lodge

Timitius wrote:

Actually, I'm feeling that I'm wanting another Side-trek Adventure for this issue. (Not a side-trek seed, which are the 350-word summaries for adventures).

My main wish would be for this adventure to be centered around a small village being terrorized by a vrykolakas (AP#29), and how the party must find this menace, fight it, see it possess a small furry critter, and somehow track it to its resting place and end it for good.

This is, of course, an entirely selfish wish, since the vrykolakas was my very first Paizo freelance assignment. ;-)

Ah. Then in that case John Reyst needs a little help with the creature regarding errata and Horrid Visage regarding how it should be used. I also noticed that "Feed" was not included in the pfsrd description.

Grand Lodge

Error, the Ogre Mage's fly skill isn't the correct number.

Ogre Mages have +5 to their Fly skill. They are Large size, are Dex 17, wear a chain shirt (not masterwork), and a constant caster level 9th version of Fly going (good maneuverability). As the spell reads, you add 1/2 your CL to Fly skill checks.
So, how +5?

Grand Lodge

Justin Sluder wrote:
kevin_video wrote:

James, I've got a math problem...

Ogre Mages have +5 to their Fly skill, are Large size, are Dex 17, wear a chain shirt (not masterwork), and a constant caster level 9th version of Fly going. As the spell reads, you add 1/2 your CL to Fly skill checks.

Can you break down the math on how they got +5 as the total?

It's an error and should be +7 (+3 Dex, +4 CL, +4 maneuverability, -2 size, -2 ACP). I'm sure this has been pointed out elsewhere and just hasn't been fixed in the new printings of Bestiary 1.

Okay, good. Thought I was going mental.

Grand Lodge

James, I've got a math problem...

Ogre Mages have +5 to their Fly skill, are Large size, are Dex 17, wear a chain shirt (not masterwork), and a constant caster level 9th version of Fly going. As the spell reads, you add 1/2 your CL to Fly skill checks.

Can you break down the math on how they got +5 as the total?

Grand Lodge

Timitius wrote:
kevin_video wrote:

On the first page, I'm a little confused regarding "location".

I don't know if anyone else has brought this up, but it says:
"Side Trek Seeds: Side trek seeds are short outlines that provide GMs with ideas, either as side treks for a Pathfinder adventure or as mini-adventures set in Osirion."
The location says Ustalav though. Was this a typo?

That was TOTALLY a typo....sorry about that. We often just recycle the call for submissions text, make the necessary changes and updates, and post it. Looks like I failed on my editor duty right out of the gate.

So, to reiterate....not Osirion. This issue, #13, is USTALAV. Everything about this issue should tie in to Ustalav!

Tim

Cool. Thanks for the update, and PM response.

Grand Lodge

On the first page, I'm a little confused regarding "location".

I don't know if anyone else has brought this up, but it says:
"Side Trek Seeds: Side trek seeds are short outlines that provide GMs with ideas, either as side treks for a Pathfinder adventure or as mini-adventures set in Osirion."
The location says Ustalav though. Was this a typo?

Grand Lodge

Zouron wrote:
So.... how do they heal?

Basically, this.

I love the concept, and the pdf, but it feels like it needs more. I'd love to see a feat that gives more construct points. At least 4 more. Right now, a living doll can't be brought to life AND have darkvision. So it just has darkvision but isn't a living doll? How are they healed? Is it Repair Damage, which is a 3.5 spell? How about a sewing kit that is the equivalent of the Healer's Kit? And if you use two uses of it, allows you to reattach missing appendages.

As good as this is, it's needs more for its price. A web enhancement that gives us monstrous dolls, or the ability to change limbs (see Toy Story and the Lego movies), would be great. More feats so you can enhance the doll, and even a conversion of the slaymate (Libris Mortis) and carrionette (Dragon Magazine 339, AD&D Monstrous Manual).

Not much is needed, just a couple of things here and there.

Grand Lodge

Not sure if this was already mentioned or not, but I'd love to see the Great Old One Mhar (Rise of the Runelords) stated up for Bestiary 5. We've got Hastur, Cthulhu, and even Bokrug. What's one more?

Grand Lodge

TBA wrote:
Added you to mine, enjoy.

All the way up to Scuttlecove. Awesome.

Grand Lodge

Kthulhu wrote:
So is this guy still on his "fungus field trip"?

Shouldn't be, but we're waiting nonetheless.

Grand Lodge

TBA wrote:

My conversion runs all the way to City of Broken Idols (after that I used Charlie Bells conversion, with some minor tweaks)

Send me a pm with your email and I'll add you to my notes

And really, really try to run ST, it's the best campaign I've run

Could you send my e-mail to him as well for Charlie's conversion, and let me know the minor tweaks you used?

captain_kevin_video@hotmail.com

Grand Lodge

Timitius, I am planning on sending in something in for you, but right now I'm taking Sean's class so that it's actually more worthwhile for you to look at.

Grand Lodge

I'm confident that the errata is still getting worked on.

Grand Lodge

Geistlinger wrote:

So, in our last session we had a fine example of tag team chicanery.

** spoiler omitted **

That's pretty good.

And, Favored Soul? Converted class?

Grand Lodge

This is great to have, but there's one thing that my fellow GMs have been holding out for as well. PFS Pawns. It's easier to pull out what you need for each scenario if there's a specific pawn. Maybe a season's worth? Just a suggestion. For now the cards will help.

Grand Lodge

brad2411 wrote:
Malwing wrote:

Okay I've been searching for this but couldn't find the answer. How exactly does Kinetic blade work? Do the blades resolve as touch attacks if the blast is a touch attack? Is it the same if you charge a weapon that you already have? I was going to try a melee build today but went blaster because I couldn't find the answer in time.

Side question, has anyone made a melee build yet? Can I see to compare thoughts on how I could have handled today's session?

"The weapon deals the same damage type that your kinetic blast deals, and it interacts with AC and spell resistance as normal for a blast of its type."

So weapon does the touch ac if your blast does plus it allows you to make iterative attacks. So in other words a melee kineticist is where it is at.

What about Kinetic Fist? You're enveloped in the energy, but does it provoke attacks when punching? Do you need Improved Unarmed Strike?

Grand Lodge

9mm wrote:
so after a few tries, I can't get the kinetist to be Ezra Scarlet. Sad times.

After seeing the He-Man build, I'm thinking she's more of a Synthesist Summoner. The kineticist seems more for Gray and Leon, as well as Natsu, Wendy, and the other dragon slayers.

Grand Lodge

Agreed. Human wasn't the way I wanted to go, but in order to get the number of feats required to make him useful, and not be forced to dip into fighter levels, I had to make the sacrifice. Even then, he's not all that great at lower levels. The combat styles would significantly improve the class.

Grand Lodge

Caïen wrote:
2)Can Kineticists use this feat? http://www.d20pfsrd.com/feats/teamwork-feats/elemental-commixture-teamwork

I would love this to work. Then you could really pull off an element bender/Sailor Scout combo.

Grand Lodge

Artanthos wrote:
Does using Kinetic Blade/Kinetic Whip provoke an AoO?

I want to add Kinetic Fist to this question as well.

Grand Lodge

So I played a pyrokineticist tonight, and wow. Yeah, the air and water are so much more versatile and useful to play. Earth is a little better than fire, but not much. Especially at lower levels. If anything, the pyro needs a bit of a boost at first level. At least for available wild talents. Seriously, how many fires are you going to need to move out of your way? At level 1 you shouldn't be outshadowed by every character. You're literally a one-trick pony, and having someone with resist 5 fire as your first encounter makes you kind of useless. Maybe the next scenario he'll be more useful, but with fire being the element most are protected against, even at 1st, a couple more wild talents to choose from would be nice. Make smoke attacks to escape (0 burn smokestick), burn foliage and brambles that block paths, etc. Make him a fire ninja.

Grand Lodge

Just played my pyrokineticist tonight for the first time. All I can say is wow, did I play the wrong type. At every step of the way all I could think of during the PFS scenario was "if I was a water or air kineticist, I'd be so much more useful." It got really sad, actually. Even my bard and sorcerer characters would have been more useful. I know that not all scenarios are the same, but the fire guy pretty much took a backseat to the majority of it. Even the combat aspect didn't pan out. I know fire is pretty high on the resistance table, probably why it's only a touch attack, but at level 1 I didn't figure it'd be that immediate. I'm hoping he'll be able to do more next time. That being said, I'd have been even worse off if I'd taken earth.

Grand Lodge

kpuff11394 wrote:
I used the earth kineticist, and i found the play pretty awesome, and i really enjoyed the flesh of stone talent, it may be weak now but it's pretty helpful. I threw him together pretty quickly and didn't check out the other types too well, but i shall. I never played 3.5 i started with pathfinder earlier this year so i'll take your word for it on the whole warlock thing.

The warlock is the one class that everyone's been begging since Pathfinder first came out, to convert. A couple of 3PP have tried, but haven't done it justice. At least that's what everyone's been saying. Personally, I was okay with the Tome of Secrets version. That being said, the 3.5 version had a 1d6/2HD eldritch blast spell-like ability that hit touch AC, and it was at-will. It was 3/4 BAB and d8 HD. The only main difference was it gained more spell-likes and could craft magic items as a wizard. It could even change its eldritch blast to other elements to get past SR. This, can't. If anything, the warlock's still the better class, but this is a close second. It's definitely on the right path.

Grand Lodge

kpuff11394 wrote:
Played as a Kineticist tonight and have to say i love it so far, I'm just afraid that it will get nerfed really bad, but i will enjoy it til it lasts and forever until retired. My friend played a psychic and it seemed coolish but kind of super squishy, he was able to do alot though so, it panned out. My only qualm is simple weapons only and the 2 skills + Intelligence, buuuuuut it does counteract the at will kinetic blast thing soooooo it's fine, I just want like 4 skills + int or something, only because it would kind of make sense.

I'll be playing my pyrokineticist tomorrow night, and from what I can tell just from the look of the abilities, water and air are better to play. They've got more universal abilities, and their choices are hard to say no to. Fire and earth seem more limited, and you almost want the universal choices more. It's like they class specifically to hone to the fans of Aang and Korra of the Avatar series. I hope this doesn't get nerfed, just corrected on the abilities that aren't written correctly. Other than that, the at-will abilities should stay. In my opinion, they're a lot like that of the 3.5 warlock. They're not overly powerful, and at higher levels will be very limited against certain foes with their proper resistances. I'm not keen on the skill points either, but I can understand why they are what they are. However, I would like at least one martial weapon. That would be so nice. Maybe we'll see that in the archetypes.

Grand Lodge

Berselius wrote:
Okay, I disinstalled Foxit Reader and installed Adobe Acrobat for Windows 7 and it still doesn't recognize the file type. It says either the file type is unsupported or the file is corrupt? Any ideas on what I'm doing wrong here people?

Did you re-download it? My zipped file is 10.2 MB. What's yours? If it's smaller, delete it, clear your cookies, and download it again.

Grand Lodge

Berselius wrote:
I'm getting a formatting error when I unzip it (aka the PDF is not working or is corrupt)? Is that because I'm using Winrar or Foxit Reader? Is this happening to anyone else?

Try re-downloading it. I use Winrar and my copy works fine.

Grand Lodge

Okay, already got a question for the kineticist's kinetic fist. It surrounds you with your element of choice, and lets you do element damage with an unarmed strike or natural attack, BUT it doesn't specify if it lets you make unarmed strikes without AoO if you don't have the feat.

Grand Lodge

Mine all mine...don't touch wrote:

Hi guys two things I'm stuck at work but want to send a PDF to ups to be printed can anyone give me a quick page count?

Two will this work with or replace the stuff from dreamscarred? And when I say with I mean along side obviously.

1) 63 pages

2) It'll work alongside.

@John Compton -- With the number of PFS games (1 every 2 weeks), and no home games, where I am, I think the majority of us here will be lucky to get the first boon.

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