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Mystic Theurge

nogoodscallywag's page

FullStarFullStar Pathfinder Society GM. 410 posts (567 including aliases). No reviews. No lists. No wishlists. 10 Pathfinder Society characters. 3 aliases.


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Grand Lodge

Hi Mark:

Does Freedom of Movement negate any other conditions besides those listed in the spell description?

Freedom of Movement-

"...move and attack normally...even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web... grappl[ing] the target automatically fail...automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin...move and attack normally while underwater,"

For instance, players argue that even mental impediments like being stunned should be negated by FOM. They base this on the phrase in the description "[can] move and attack normally...even under the influence of magic that usually impedes movement"

Grand Lodge

Avoron, I'm thinking you're correct. It seems to me to be a direct impediment due to magic effecting the PC.

With FOM the listed conditions would obviously be covered, but for further reference if the movement impediment is indirect then FOM would not work?

Grand Lodge

But is the magic effecting the weapon, or the PC?

The dazed condition can be said to impede movement, too, but I'd argue FOM doesn't work with that.

At first I thought it may be the weapon is locked in place (it is) and the reason the strength check saving throw is to break away from the weapon.

For instance, the PC's cloak is pinned through with the weapon which goes into the ground. So the save here is made to tear away; but that wouldn't make too much sense, either, because ripped a cloak seems a lot easier than a DC 30.

For those thinking FOM doesn't work on anchoring, I'd like to point out that Anchoring is not only effecting the weapon, but the target, too, because it says the weapon prevents it from moving. The weapon itself cannot possibly do this, so magic is indeed involved. If it were only the weapon, the DC, it would seem to me, would be variable.

Now, also, another point is can't the target simply grasp the pinned weapon and turn off the function? I'd say no, as the magic has already been activated by the user and can only be turned off by the original user; otherwise the ability would be completely pointless. Plus, the ability uses the Immovable Rod functionality, which states only the "owner" may de-/activate.

But if it was magic that was effecting the PC, why wouldn't a magic saving throw be required, rather than a Strength save?

Of course, we could get into the mess of what "magically impedes movement" and FOM.

Grand Lodge

How does Freedom of Movement interact with anchoring weapons?

For instance, an enemy with an anchoring weapon uses it on a PC who has Freedom of Movement.

Grand Lodge

How does Freedom of Movement interact with anchoring weapons?

For instance, an enemy with an anchoring weapon uses it on a PC who has Freedom of Movement.

Grand Lodge

Can an army be modified once it has been created? For instance, if an army of Fighters were created at level 1, can they be "trained" in the coming years by adding a level of Fighter to them, paying whatever the cost is at the start and then consumption?

Grand Lodge

I see, so a player cannot just pick and choose abilities. They are strictly based on race, class, etc. i.e. makeup of most of population (of army unit)...

Grand Lodge

What is the cost of adding special abilities when creating an army? There are a lot listed, some even have requirements like class and level.

However, there are some with no requirements and there is no indication on the cost of the ability nor any limit. Surely an army can select, at no cost, as many abilities as it wants...

Grand Lodge

"mentioned quite a bit" = a glossy coating

I think that book has maybe 2 full pages at most.

Grand Lodge

"...can be attached on the outside of a hat or other head slot item or can be worn as a normal headband."

I'm confused by this sentence. It sounds like this item can be worn on a hat while wearing a headband...unless you want to wear the item as a headband.

Grand Lodge

Just wanted to check to see if the item below can be worn in combo with:

Helm of Teleporation
Headband of Mental Superiority

Headband, Dead Man’s
Aura faint enchantment and abjuration; CL 1st
Slot headband; Price 3,600 gp; Weight 1 lb.

DESCRIPTION

This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband. The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer's hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his CMD against steal and sunder attempts targeting his headgear.

Grand Lodge

Would a Holy Weapon strike on a Spectre get it's vs. Evil damage halved, too?

Grand Lodge

1 person marked this as a favorite.

Does someone who currently has Wings of Flying on and is flying and using those suffer the half penalty to speed if exhausted?

Grand Lodge

http://gizmodo.com/you-dont-have-to-take-this-backpack-off-to-get-at-your-1 723593220

also known as a heward's handy haversack

Grand Lodge **

1 person marked this as a favorite.

I thought things went well, considering the variables such as *people*. Throw "people" into the mix and things get all sort of wacky! I won't touch on issues that have already been presented and aren't a big deal.

First, I'm sorry to see Mike Brock go. I don't know him personally- or any of the Paizo staff- as I'm just a player at Gen Con and GM at home, but the way PFS at Gen Con has been organized, the way PFS on the boards has been governed, is an accomplishment that shines a light on how well Mike and his team worked.

Second, the volunteers. As a GM full time outside of Gen Con, I never get to play my characters- so my Gen Con is filled to the brim with playing, not GMing. The GMs and other volunteers make this whole endeavor work.

Regarding mustering, I used to think gathering a group of 6 was something Paizo should do, but the volunteers are so busy trying to get things started they shouldn't need to worry about that. People and groups should some heat off the volunteers and get a group together.

I used to be a 2ed D&D player since 1995. My group switched to Pathfinder in 2010 and began playing in PFS. I consumed all TSR and WoC products ravenously. Over the years I've come to see that WoC is severely disappointing with some serious issues. I won't go into details but I will say I'm sure glad I switched to Pathfinder. Not only is the game great but the people are, too. The messageboards, chats, and other resources show how much better Paizo is as a company than most. I appreciate all the free promo minis, the guarantee of an award (usually a boon) for every two scenarios played, and the general fun Paizo keeps bringing.

Since our opinions are asked for, I'll give mine concerning the specials. These were great ideas for specials. Hopefully pregen specials won't become commonplace, only because it takes time away from playing our actual characters and could cheapen the experience. Regarding the other specials, while they were fun, they seemed a bit stale to me.

The usual mass-go-at-it scenarios aren't as much fun as they used to be. They are all becoming go fight this, pick an area, go fight that, pick an area, rinse and repeat. The story lines and commentating on the goings on are always great, but, in my opinion and some others I play with, those types of scenarios are getting stale.

I'd hate to have to GM a special; I saw the GMs had a huge ream of paper (cannot imagine prepping for one).

The Sunday morning scenario as Aspis agents seemed a bit too much for the time allowed as well as the slot chosen- Sundays are tough to play and both GM and player aren't at their best.

I really liked the setup in the middle where you could play Goblins on a terrain table.

Quality of GMs is hit and miss. I've only ever had one terrible GM. Chris Hays and his terrain is in my top 3 (Chris, I was the gunslinger who blew heads off while my Necromancer friend animated Wyvern bones). Mediocre GMs (I actually consider myself mediocre) are what they are...some have a bit of trouble coming out of their shell and really embracing storytelling. I'm just thankful they are willing to give up their time and money to GM a game for me! Does anyone think a GM rating or survey card filled out by players would contribute or hurt?

I perused the Sagamore room Wednesday afternoon and evening. Anyone helping set up should be given an award- the AC was not on all day and night. I began to sweat simply standing there!

Grand Lodge **

7 people marked this as FAQ candidate. 1 person marked this as a favorite.

On the Season 7 card for Grand Lodge, the boon below is confusing:

NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.

What does "against that agent" mean? What is this defining- only a bonus v. Aspis agents? Or should it read "target?"

Grand Lodge

I'm no expert and simply a GM all the time and a player occasionally. I did not playtest the Vigilante but wanted to impart my comments anyway, as Jason does want thoughts on the class.

So I figured the thoughts of someone who is only watching curiously- and as a customer who will pick up the Ultimate Intrigue book and glance through it and read the back- shouldn't be overlooked.

If I was picking this product up and looking through it, I would be interested. Despite the glut of new classes recently, the Vigilante looks interesting. The class type isn't my first choice, as my first thoughts are of Ghost Rider and Batman- neither of which I'm interested in. But glancing over the playtest and hearing people talk about it, I believe Paizo has made the class into something I would certainly try.

However, I then begin to think of character concepts for a Vigilante should I make one. The two above come to mind; Clark Kent and dual personas are interesting. But then I see something called the "Warlock."

What the heck is this doing in a book on intrigue and linked with a vigilante? The whole Warlock thing is very strange to me. I admit I may be missing something- I did come from 2nd Edition D&D straight to Pathfinder in 2010, so I admit I know nothing of the evolution of D&D 3, 3.5, so maybe the Warlock issue resides in that mess.

Plus 1 on the Zealot and specifically looking at Rahadoum. That idea is a very good one. I can't wait until an AP based there.

Grand Lodge

same issue here. but if you search Faction Journal Cards on Paizo, Season 6 and Season 7 Faction Journal Cards come up. That's where they'll be.

My question is do the season 6 cards we've been using the past month or two expire? Or do the credit gained on them expire or roll over?

Grand Lodge

DM_Blake wrote:


Pathfinder SRD, Environment, Darkness wrote:


All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach.

So it would appear (haha) that if the Gunslinger were blinded and does not know which square an enemy is on after that enemy moves or simply because he never saw the square to begin with that the Gunslinger would not be able to pinpoint the right square- thus, there is no miss chance of 50%, it would be a random shot in the dark- just like a blinded person would do in real life.

Just like I thought.

Grand Lodge

Can a caster using Control Undead (Oracle's Command Undead) tell a commandeered intelligent ghast to kill itself?

Grand Lodge

Can a ghoul with INT 13 remember his life when he was alive? Or is the ghoul a "new" person with its own mind and memory.

A skeleton doesn't obviously.

Grand Lodge

got a question....a gunslinger has been blinded via spell. that means he cannot shoot his musket at a target not adjacent to him, correct?

via the blinded condition:

All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.

Grand Lodge **

Fair enough- I look forward to playing next week!

Grand Lodge **

Is there a place to see all the available pregens for Serpent's Rise before playing it at GenCon?

Same with True Dragons of Absalom.

Grand Lodge

Well, I'm the GM. A player of mine has an Oracle he's taking to GenCon for PFS and we wanted to get the rule right on this. Thanks!

Grand Lodge

I can see that interpretation and I believe that's the "spirit" of the ability.

But what about this: Can the Oralce summon ANY creature type on which to put the skeleton or zombie template, as long as the level limit on HD is not broken?

Grand Lodge

Hmmm...I'm not sure where you see a "single template." I see where it says a "single skeleton or zombie."

Grand Lodge

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

Can an Oralce use this ability to summon a skeleton or zombie that has other templates on it? For example, can a Level 10 Bones Oracle summon a 10HD creature with the Giant template on it, so long as the final HD of the summon is 10HD or less?

Grand Lodge

Archaeik wrote:

Also, I can't tell if you're intended to be restricted to the base skeleton and advance its hit dice, or scour the bestiaries for the optimal monsters to apply the template to (which may have better or worse armor proficiency).

Well, I didn't on that one- is it possible to summon any sort of creature in which can obtain the skeleton template? Of course, the ability is limited by number of HD anyways; a 2nd level Oracle, in our case, can summon a 2 HD skeleton if that's the case- a skeleton of anything that has 2 HD.

Is that allowed? At higher levels, shoot, a 20 HD skeleton can be summoned?

Grand Lodge

Found this under rules for undead:

Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.

Looks like the Oracle, if he determines to have the time, can equip a basic skeleton with chainmail armor. Alternatively, despite not having a shield in its equipment list, it can use a shield.

Grand Lodge

It's the Bones Oracle using:

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

So in the case of a level 2, a summoned skeleton comes with broken chain...that would imply he could be given a better suit of chain mail? My player is bound to ask this question, too.

BTW, to put chain on efficiently is 4 minutes! Hastily is 1 minute. Wouldn't be a smart idea to waste his turns putting on armor. A shield, however, could be easily equipped but the skeleton would still suffer penalties for non-proficiency.

This Oracle also has the ability to command undead- he could just as easily put armor on one of these guys...the ability is longer than a summon at 1 minute per level; could be a viable option when he's higher level, but it'd still be 4 minutes of time waiting to fasten and secure the armor. Plus someone's got to carry all that crap.

Grand Lodge

Do undead suffer penalties for wearing armor if they don't have the armor type's proficiecy?

For example, an Oracle can summon a skeleton. Can he put armor on that skeleton and maybe a shield and the skeleton operate like normal along with no penalties?

Under the Template Rules for skeleton, it does say all Feats of previous life are gone; however the listing for Skeletal Champion shows him wearing armor with full armor class bonus yet he has no feat for any armor.

Grand Lodge

The description of Bane as a magical quality of a weapon specifically points out bows, crossbows, and slings as being bestowed upon their ammo.

Can a firearm have this magical quality on it?

If Bane is granted on a firearm's ammo, what would be the cost of upgrading the basic weapon to the +1 enchantment of Bane- using Pathfinder Society rules?

For the purposes of Maximum Item cost of the above upgrade, a character with 16 fame has a purchase limit of 3,000 gp. Is the above item cost figured at what is paid for it, or is it figured out as what the item is worth on the market (full gp value if it were to be purchased straight up)?

Grand Lodge **

I understand completely the reasoning for not having past season's scenarios. It just makes me sad! Especially when I GM at home and the only times I get to play is GenCon (my other players refuse to DM).

Grand Lodge **

I'm hoping next year Paizo will include previous season's scenarios in the lineup for Gen Con.

I'm assuming the reason past seasons are not on the list is due to the CORE game being ran as well; plus the previous seasons not being redone for CORE play.

:(

Grand Lodge

5 people marked this as a favorite.

Wes, well said.

I happen to work on the inside at the Indiana Statehouse; it was quite the fiasco. As a native resident of Indiana (Hoosier-whatever that means), I was quite embarrassed by the way our Governor and Legislature went about imposing their particular religious beliefs on the State, which obviously produces a detrimental effect on our economy and perception.

I hope fellow con-goers feel welcome and know the entire state isn't represented by the government currently in power.

Grand Lodge **

I GM home PFS games with some friends and play on occasion, never missing playing as a PC at Gen Con.

Recently, a player asked me if he wanted me to buy anything for my gunslinger. I can say I've never had a player ask me that as a GM or as a player. Essentially, he wanted to buy a bunch of scrolls of mending in case my gun broke.

In many games as a player, my cleric has been given Wands of Cure x during gameplay in which to use on others. The GM never blinked an eye. But then I thought of something else.

Sure, my ally PC could buy a bunch of scrolls of mending and use on me, but what if he wanted to buy a magical item that would clearly only benefit my gunslinger?

Would that be bending the rules a bit? As a GM, that type of thing makes me a bit uncomfortable so I am asking on those grounds.

Are players allowed to "give" other PCs at the table any magical items they have for use in the game (of course, items must be given back after scenario is complete)? Does this then allow the bypassing of the rules for purchase limits? For instance, if a higher level fellow purchased an item the lower level fellow would not be able to, then lets the lower level fellow use it in scenario.

Comments welcome.

Grand Lodge **

I GM home PFS games with some friends and play on occasion, never missing playing as a PC at Gen Con.

Recently, a player asked me if he wanted me to buy anything for my gunslinger. I can say I've never had a player ask me that as a GM or as a player. Essentially, he wanted to buy a bunch of scrolls of mending in case my gun broke.

In many games as a player, my cleric has been given Wands of Cure x during gameplay in which to use on others. The GM never blinked an eye. But then I thought of something else.

Sure, my ally PC could buy a bunch of scrolls of mending and use on me, but what if he wanted to buy a magical item that would clearly only benefit my gunslinger?

Would that be bending the rules a bit? As a GM, that type of thing makes me a bit uncomfortable so I am asking on those grounds.

Are players allowed to "give" other PCs at the table any magical items they have for use in the game (of course, items must be given back after scenario is complete)? Does this then allow the bypassing of the rules for purchase limits? For instance, if a higher level fellow purchased an item the lower level fellow would not be able to, then lets the lower level fellow use it in scenario.

Comments welcome.

Grand Lodge

The issue here is that grapple doesn't allow anything for the PC to do with BOTH hands...which is why the PC is trying to put one hand in pocket and put in the ring. It would, in my opinion, be a move action at least; but would the action need to be done via sleight of hand or just work automatically, thus donning the ring on.

It's quite important actually. The PC is grappled by a larger creature but the ring is a Freedom of Movement ring, which will let him escape next round.

Grand Lodge

1 person marked this as FAQ candidate.

If a PC is grappled by an enemy, and wants to use one hand to put into his pocket and put on a ring, what sort of action is this? Does it take two hands to don a ring? Or does a Slight of Hand or Dex check need to be made in order for the PC to don the ring with one hand in his pocket while grappled?

Grand Lodge

Orfamay Quest wrote:


As far as I can tell, your player is correct. Suggestion spells inherently carry with them a "course of activity" (i.e. an order) to be followed, and the caster would therefore follow his own activity.

It would seem to me, based on the spell description, that the having to take the action "suggested" to the PC would an "obvious" act and therefore be negated per RAW: "Asking the creature to do some obviously harmful act automatically negates the effect of the spell."

Also, don't forget, a caster can choose to end the spell at any time; nothing in the spell or rules takes this power away from the caster.

"A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn."

Grand Lodge

1 person marked this as FAQ candidate.

For shoots and giggles, my group pondered what would happen in this scenario:

Bad NPC casts Dominate Person(Level 5) on PC.

PC wears a Ring of Spell Turning, which says "Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon him."

Dominate Person is then automatically cast back at the bad NPC, or rather it is reflected back.

2 questions:

1. Does the caster get a saving throw?
2. Can he now be dominated by himself?

I, as GM, believe the spell would have no effect on the caster whether or not a saving throw is allowed.

If he had cast a Fireball, I certainly would have given him a saving throw. If failed, damage is done as normal.

A player suggests what happens if Bad NPC casts Suggestion on Good PC? The player claims the Bad NPC must follow the suggestion of the spell. So, if the Bad NPC cast Suggestion with "fall down," if the spell was successfully completed and took effect on the caster, he would have to fall down.

Personally, "suggesting" a person can charm oneself into doing things is quite ridiculous. Even if oneself can be charmed using Dominate Person, the fellow can simply change the command. Suggestion spells, according to the player, must have a "suggested course of activity."

Who's to say the "suggested course" could not simply be changed before the "course" is acted upon?

Per RAW:

Enchantment

Enchantment spells affect the minds of others, influencing or controlling their behavior.

All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature.

Subschools

Charm: A charm spell changes how the subject views you, typically making it see you as a good friend.

Compulsion: a compulsion spell forces the subject to act in some manner or changes the way its mind works. Some compulsion spells determine the subject's actions or the effects on the subject, others allow you to determine the subject's actions when you cast the spell, and still others give you ongoing control over the subject.

I think the italicized section above renders the "compulsion" of oneself moot if one is looking for rules on the matter.

Grand Lodge

Opuk0 wrote:
3

Maybe explain why you picked 3?

Should the text of Iron Golem be interpreted as "an electrical attack (remove the words deal damage)...

Text of Iron Body states that creature gets vulnerabilities of Iron Golem...

Definition of "vulnerabilities:"A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions."

Grand Lodge

A creature with Iron Body on it gets shot by a lightning wand.

Iron Body states the creature affected is IMMUNE to ELECTRICITY, then says , "A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw."

So, which one is it?

1) The electrical attack does not slow because the attack does not damage.

2) The wand does nothing because Iron Body says immune.

3) The creature is SLOWED.

See, the golem section states electrical damage must "an attack that DEALS...DAMAGED slows... But their is no damage in this instance.

1-2-3?

Does the Iron Body spell essentially turn you into a Iron Golem?

If so, that means the creature has the Iron Golem's ability of Immunity to Magic? Where electricity "slows?" But then Iron Body applies an immunity to electricity...

Mind Blown

Grand Lodge

no s++%ake?

awesome.

EDIT: ha, didn't work.

Grand Lodge

Is the restriction on one polymorph spell per individual the same for objects?

For instance, can a weapon have two different transmutation spells cast on it?

Grand Lodge

Hmm I see. A Wayfinder isn't a minor magical item, then, either, since they are so rare and usually passed among pathfinders?

Grand Lodge

ok, cool.

Finally, would you say this is correct:

Non-caster wants to drink potion of tongues.

He then wants to use Read Magic via the resonated power of the Dull Grey Ioun Stone on a Permanency Scroll.

He must cast the Permenancy himself, correct?

Viola, tongues is permanent.

However, a chart: http://www.d20pfsrd.com/magic-items/scrolls

Table: Scrolls
Minor Medium Major Spell Level Caster Level
01–05 — — 0 1st
06–50 — — 1st 1st
51–95 01–05 — 2nd 3rd
96–100 06–65 — 3rd 5th
— 66–95 01–05 4th 7th
— 96–100 06–50 5th 9th
— — 51–70 6th 11th
— — 71–85 7th 13th
— — 86–95 8th 15th
— — 96–100 9th 17th

Appears the player would need to buy a Permanency Scroll, but it's a Medium magical item so he can't simply walk into a metropolis and buy one, eh?

Grand Lodge

Hmmm, the description above says it retains ability to float.

Also, is a Scroll of Permanency a minor, medium, or major magical item?

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