Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends
New Products

Star Wars RPG—Edge of the Empire: Beginner Game

***½( ) (based on 4 ratings)

List Price: $29.95

Our Price: $26.96

Add to Cart
Facebook Twitter Email

Gather your friends and prepare for adventure in the Star Wars galaxy! Whether you're new to roleplaying games or just new to Edge of the Empire, the Beginner Game is the perfect starting point.

The Star Wars : Edge of the Empire Beginner Game features a complete, learn-as-you-go adventure. Pre-generated character folios keep rules right at the your fingertips, while custom dice and an exciting narrative gameplay system make every roll into a story. Detailed rules provide for hours of entertainment as you create your own adventures and tell your own tales of a galaxy far, far away!

The Star Wars : Edge of the Empire Beginner Game is a complete standalone experience for 3-5 novice roleplayers. It includes:

  • 1 32-page Adventure Book
  • 1 48-page Rulebook
  • 1 Introduction Sheet
  • 4 Full-Color Character Folios
  • 1 Full-Color Double-Sided Foldout Map
  • 14 Custom Dice
  • 8 Destiny Tokens
  • 35 Character Tokens
  • 5 Vehicle Tokens

Additional Product Images


(click to enlarge)
FFGSWE01-A

Product Availability


Ships from our warehouse in 4 to 11 business days.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

FFGSWE01


See Also:

Product Discussion (43)

I thought this wasn't going to be released for another two months?

Well a remarkable christmas present indeed!


Pathfinder Adventure Path, Card Game, Modules Subscriber

Wow, sold!


I ordered this last week. The order is still listed as pending. The game is sold out all over the place (including at Fantasy Flight Games). Crossing my fingers I get my copy soon.


Note that this is a 'Beginner Box' type version of the Edge of the Empire game that recently finished play testing. The full Edge of the Empire game has not yet been announced...

Taldor

But this isn't the full rules set right? Just the intro box?


TheLoneCleric wrote:
But this isn't the full rules set right? Just the intro box?

Yes, the full rules are coming out in hardback form.

Tucked away in a couple of the product description entries for the Beginner Game we get:

'Veteran roleplayers might be interested in the Beginner Game for its abridged introduction to the Edge of the Empire rules, as well as its complete set of dice, maps, and other components (which can be used with the upcoming Core Rulebook).'

'For players who are ready for a more complex, in-depth roleplaying experience, the Star Wars: Edge of the Empire core rulebook will be available. With additional careers, weapons, ships, talents, and much more, the Edge of the Empire Core Rulebook provides a more comprehensive roleplaying experience than the Beginner Game. It is the starting point for a complete line of roleplaying products, including pre-written adventures, sourcebooks with more content for hero players and GMs, and other supplements.'

Taldor

Aha. Good to know. Still, not bad for an intro adventure, dice, and maps, etc.

Still, it would be nice if it came with more dice...


TheLoneCleric wrote:
Aha. Good to know. Still, not bad for an intro adventure, dice, and maps, etc.

Yup, the artwork certainly looks amazing too. The game system seems a little convoluted but hey, worth a try.

Taldor

Not a bad price for a learning set. That's a good intro idea before the core book hits.


My wife got me this for Christmas. I like it a lot. I had heard that the Force rules still needed a little work for the full release of the game later this spring... so there is no Force using character.. but to me it's the most promising version of the RPG yet... and I still have every version of the old WEG versions...


Cool! I might snatch it, and I look forward to a nice core rulebook.

Andoran

Damn I still with Paizo had picked up the license for a Star Wars RPG. SAGA was such a great system.


1 person marked this as a favorite.

I'll pass on this one. SAGA is the best system for Star Wars yet and I see no need to switch to a game that only includes such limited options. Plus, not a fan of Fantasy Flight's RPG systems. I do know they have good quality stuff, so there is that, but everything I have read concerning the core rules, such as limited or even no Force Users just doesn't do it for me. YMMV.


Huge fan of the system. I like indie press type games where the narrative and the mechanics are woven together and this does that very well. So happy to have an in print, non-d20 Star Wars game as I never liked that fit.


hopeless wrote:
Well a remarkable christmas present indeed!

A christmas day long remembered...


Bladesinger wrote:
I'll pass on this one. SAGA is the best system for Star Wars yet and I see no need to switch to a game that only includes such limited options. Plus, not a fan of Fantasy Flight's RPG systems. I do know they have good quality stuff, so there is that, but everything I have read concerning the core rules, such as limited or even no Force Users just doesn't do it for me. YMMV.

Well to be fair they decided on this staggered release schedule they've got (which is really smart from a business standpoint), and it happens that the first set to be released focuses on non-Force Users.

Grand Lodge

I find it hard to get my players out of the

Spoiler:
"Your Not My Father"
mentality for star wars games. What I would like to see is a rules system built with SWtoR or KotOR timelines instead of the movies.

WotC SAGA Rules helped standardize the ruleset over the original West End Games version (which I actually quite enjoyed playing when I was younger) but, like others, I feel the d20 system is too restrictive for the Star Wars Universe.

Heres hoping this does a better job than the others.

Grand Lodge

Pathfinder Adventure Path, Maps Subscriber
UltraFennec wrote:
Well to be fair they decided on this staggered release schedule they've got (which is really smart from a business standpoint), and it happens that the first set to be released focuses on non-Force Users.

I disagree. They followed this same staggered release schedule for WFRP and IMO, it played a large role in the eventual failure of the game. There are a lot of games in the marketplace vying for consumer attention and you have a limited opportunity to attract them as a new product before their attention turns to the next shiny new game.

I'm sure they wanted to have something out for Christmas, so they released this cut down version. I can't think of the last FFG that wasn't ridiculously overpriced and the trend continues here. Star Wars without the Force is generic Sci-Fi and not worth the license fees they are paying. A year from now, FFG SW will be a distant memory.

Andoran

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Tales Subscriber
Quijenoth wrote:
WotC SAGA Rules helped standardize the ruleset over the original West End Games version (which I actually quite enjoyed playing when I was younger) but, like others, I feel the d20 system is too restrictive for the Star Wars Universe. Heres hoping this does a better job than the others.

From what I've seen is it's even worse. My impression is that "Edge of Empire" is quite literally a campaign setting that avoids any canonical events and puts you out of the way.

No way to play a Sith in the Old Republic era, you're a fringer during the Rebellion era.


Yes, they focus on the Rebellion era. Is that such a problem? Really?

Yes, the first release focuses on fringe worlds and "scum of the galaxy." The Rebellion+Empire and Jedi books are coming. Is that so bad to wait awhile? Focus in supplements, in my experience, leads to better crafted games.


1 person marked this as a favorite.
UltraFennec wrote:

Yes, they focus on the Rebellion era. Is that such a problem? Really?

Yes, the first release focuses on fringe worlds and "scum of the galaxy." The Rebellion+Empire and Jedi books are coming. Is that so bad to wait awhile?

+1. FFG's release plan has a nice synergy with the films.

A New Hope starts with fringers and scoundrels. Tatooine, the cantina, Greedo, scavenger Jawas, an introduction to Jabba, etc. To paraphrase Luke, if there's a bright center to the universe, ANH kicks off on the planet that it's farthest from. To me that's also the perfect place to start dabbling around with a new set of rules.


UltraFennec wrote:

Yes, they focus on the Rebellion era. Is that such a problem? Really?

Yes, the first release focuses on fringe worlds and "scum of the galaxy." The Rebellion+Empire and Jedi books are coming. Is that so bad to wait awhile? Focus in supplements, in my experience, leads to better crafted games.

Yes...it is a problem. It's a huge detriment to our table because what's the point of playing Star Wars if you're forced to play in one Era and without the "highlight" class of the setting?

After hearing this, I'm glad I haven't spent the money on this. I would have been very disappointed. It's SAGA for us; at least we can play in KotOR.

Cheliax

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

So I think SOMEBODY had to pickup the license in light of the Disney announcements. That being said this system will take us out of our d20 comfort zones and maybe create enough uncomfortability to create some real creativity. Sure, there are no Force users yet in the game. Given the time period they are pushing for this should be no surprise and is really meant to introduce us to the system and wet our appetites for the game itself. if this game is to be successful it needs to: A) get some positive traction before the core convention season and B) monopolize on the upcoming media frenzy that Disney is going to unleash upon the world prior to their releases of the new movies.

That being said, I will just try and be optimistic. I have ordered the Beginner Box and will try it out with both a group of guys that have been around the block (We have all played both the WEG and SAGA versions) and my kids (11-17 and have only watched the movies and played some SW video games. They have cut their teeth on Pathfinder, but this will be their first non-D20 system.) I may not be able to run a VTT game of this with my buddies anytime soon, but I am still willing to give it a go.

Before we all bash it or rave about it, let's see it in print and around the table. I wish Fantasy Flight the best of luck on this one, and I hope we all have a new option for around the table.

Paizo Employee Webstore Gninja Minion

Lloki wrote:
So I think SOMEBODY had to pickup the license in light of the Disney announcements.

Fantasy Flight picked up the license last year I believe—the Disney purchase had nothing to do with it.

Cheliax

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

Liz - totally understand that, but given that announcement I would assume a push to entice the market and begin recovering development costs sounds like a sound decision. If Fantasy Flight hadn't made their move already, somebody would have jumped on it given the announcement.


I am SOOOOOO tempted, but I simply haven't the gaming group to do anything with it at all.


If its not d20 then what is it? Going to see if the local gaming store has this tomorrow. Maybe get some more answers there.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
agentJay wrote:
If its not d20 then what is it? Going to see if the local gaming store has this tomorrow. Maybe get some more answers there.

Take a look on the FFG page and scroll a little bit down, there is an explanation, what dice are used and how the system works.

Link to
FFG/At the Core.


Pathfinder Roleplaying Game Subscriber
dafaddu wrote:
agentJay wrote:
If its not d20 then what is it? Going to see if the local gaming store has this tomorrow. Maybe get some more answers there.

Take a look on the FFG page and scroll a little bit down, there is an explanation, what dice are used and how the system works.

Link to
FFG/At the Core.

Just checked out the link to the info on the core dice mechanic AND read the review just posted. Looks needlessly complicated. Gaaaaah. If that is seeing, I'd rather stay blind. Then again, I haven't actually played it. ;)


Got it and the corebook, read it scratched my head, re-read it slightly scratched head, tested a few rolls, end result, I really like it.

It is VERY different to D20 though, the dice roll results go with the feel of the game, its very much a story telling game and needs to have a GM who an improvise a lot to get the most out of it. Don't go thinking that you roll the dice and you succeed or fail, there is a lot more to it than that. I think this will be like Marmite, you either love it or hate it.

The game at present is kind of like star wars meets shadowrun meets Firefly with force users being very underpowered and living as outcasts on the fringes (like the old D6 version) NOT overpowered like the D20 version so I'm guessing that its unlikley most people would want to play one yet until they relaese the force book in a few years down the line (I like this better as you have the training and learning aspect much as Luke went through and playing one cold be a lot of fun).

My group might stuggle as it's so different and they are used to HP and rolling dice with numbers. I'm tempted to try the beginner adventure with the and see how it goes (they stuggle with the damage system inSavage worlds so im not holding out much hope).


Oceanshieldwolf, it is needlessly complicated as I put in my product review. Which truly is a shame as the game overall has a really nice setup as far as where in the Empire you play and the type of characters currently available to play. The dice is what kills the game. Which ones you use on any roll is too subjective and arbitrary and far too easily open for arguements amoungst the players and gm for people will argue that, "I should have more success dice than this or I shouldn't have as many negative dice in this roll!"

Then there are the advantages/disadvantages that are part of every roll. You can fail and still have something positive happen, just not what you were trying to do or succeed and have something bad happen. Such as that blast door you were trying open finally opens, but there's a storm trooper guard on the opposite side of the door waiting. This is both really cool and really a pain. It adds a ton of flavor to the game, but also really slows the game down as the gm has to have a ton of things prepared as possible good and bad "accidents" are rolled. Even a well written module would have trouble giving all the possible times players may choose to try something and while the success/failure may be fairly easy to prepare for, the much more random advantages/disadvantages would not be.

Not saying they couldn't be dealt with, but coming up with them quickly and ones that make sense in each situation would require the gm to be highly prepared, flexible and creative. Knowing the Star Wars universe and the game system inside and out would be a must and could still lead to arguements or complaints of "That's not fair" if the players don't like the gm's choice for an advantage or disadvantage.

Still, like I said, the idea for the advantages/disadvantages is actually quite cool and really opens each session to be unique, but also adds significant complication to pretty much every roll.

Does this mean don't buy/play it? Nope, just a warning to buyers that this is not a simple roll dice, add modifier and succeed or fail game.


yep, you either love it or hate it. I agree with above poster, this is NOT A d20 add or subtract mod fail or succeed game. But as I said I rather like it as do a lot of others from what I hear and a lot don't don't like it as well. If I did a review I would say 3 stars for the system and 4 for the right tone and flavour but its a hard sell for a whole group I think.

I think this is a game that needs a lot of rule knowledge from both the GM AND players for it to work though. I'm a little gutted as I'm 99% sure my group will have no interest in it. The dice rolls are just too complicated for them I think and they will just balk at the idea (at least they look that way the first few times you look at them).

I will continue to buy the core books though as I'm rather partail to it, kind of a quilty pleasure if you like.

As the last poster said though...BE WARNED BEFORE YOU BUY, THIS IS A VERY DIFFERENT GAME.

Also be aware there is no PDF as the Lucas/disney rights don't permit one as yet so its very much a not a try cheap before you buy game.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

IMO - It looks far more complicated than it actually is.

We did the Beginner Game yesterday and it took us like exactly the duration of the beginner adventure to get the "spirit" of the game and how the roles work.

The examples for using advantages and so on gives you a good start and feel on how you can use them.

Everyone involved now wants to play again with the full rules.

In the last 2-3 years we only played Pathfinder and these new Star Wars rules are, even with the complicated looking dice system, easier and faster than Pathfinder.

But maybe its a question of taste - we wanted to play an open system without levels for quite some time now.


The dice system is not complicated. I haven't had anyone have any difficulty grasping it. It is a dice pool game, like other games on the market. It does have its own dice so there is that. It is no where near as arbitrary as VonSerrng makes it out to be. You have ability/proficiency dice you role based on whatever attribute/skill is being used. These won't generally change until you change an attribute/skill. Difficulty/challenge dice that are rolled for opposition. Once you set a difficulty that tells you how many to roll. Pretty standard. Boost/setback dice are used to modify rolls. Some modifiers are standard, like lighting or cover. This is the same as any other game and people don't seem to have trouble tracking those modifiers. Other modifiers, the arbitrary ones, are no different than any other game that allows the GM to modify rolls both positively and negatively. Lastly, there is some random modifying because of the aspect of advantages/threat. They allow players to modify allies' and enemies' rolls narratively. (I shoot out the light above the stormtrooper/he has a setback die on his next blaster roll).

So yes, be warned, this game may challenge you to think beyond the pass/fail of so many other games. I think for many that is a good thing, though, and can be a very enjoyable experience.


The review here is simply not based on a play-test, it cannot be. The game is no more arbitrary than any d20 incarnation or any old ICE game, or SWd6 for that matter.

If the review actually is based on a test run of the adventure I must ask if the GM/reviewer actually read the adventure and the text explaining the rules in the booklet(s). I've introduced this to newbies and veterans and all grasped it within hours, by the end of the first session at the longest. Of course, people are different, but what I hear from parents running this with 7 year old kids (some even younger) I wonder about the factuality of the reviewers test and actual experience of this game to base her/his review on, and whether or not s/he is honest about her/his bias and prejudice in this case. As a system buff myself I'm amazed at the elegance, simplicity and potential of this system compared to many other games I've played.

Still, the review stands, everyone is entitled their opinion, although I find it sad that the review was so negative since its so obvious to anyone who has actually tested the game that the review is full of fallacies. Sure I'm biased myself (I'd probably insist on giving it one more star than possible in the review section), but this is not a fair review at all, the game deserves at least a 3 ;)

Shadow Lodge

I have run a few sessions of this myself. It is elegant, fast, and the dice mechanic itself encourages both players and DM's to be more narrative in their approach to play. The advantage and disadvantage dice as well as interpreting successes and failures really puts the emphasis on storytelling and adding flavor to every encounter. This system is also the fastest
I have ever played in so far as combat encounters are concerned. Even a few larger encounters with lots of terrain, and obstacles thrown in still seemed to progress rapidly.
There is a very slight learning curve to using the dice and they do look daunting at first "Hey man where my numbers at?" But the slowest player to catch on when I ran the Beginner Box adventure was comfortable with the system by his third turn.


Someone needs to do another review to counter the low rating. I have not played it yet so I can't really give an accurate depiction of play so until I play it i'm bugging out. But after reading the last few comments I'm even more convinced that it works.


VonSerrng wrote:
Which ones you use on any roll is too subjective and arbitrary and far too easily open for arguements amoungst the players and gm for people will argue that, "I should have more success dice than this or I shouldn't have as many negative dice in this roll!"

Um, no - at least no more so than any other GM difficultly number pulled out of the air. Trying to break that simple padlock? One purple difficulty dice. Trying to open the vault at Fort Knox? That's Very difficult and four purple dice. As for players arguing with the GM about how many boost and setback dice you should suffer when trying to open the Fort Knox vault in the dark while Stormtroopers shoot at you - the GM's word is law, like EVERY SINGLE RPG ON THE PLANET. No arguing. The matter is settled, period.

VonSerrng wrote:
"It adds a ton of flavor to the game, but also really slows the game down as the gm has to have a ton of things prepared as possible good and bad "accidents" are rolled."

Oh my god, the GM has to be creative? Oh noes!

On the other hand, you as the GM can just chose to ignore the Advantage/Setback dice and just get on with the game. I have done so many times.

VonSerrng wrote:
"Even a well written module would have trouble giving all the possible times players may choose to try something and while the success/failure may be fairly easy to prepare for, the much more random advantages/disadvantages would not be."

Yes. Published games are constrained by whatever the publisher has written and requires the GM to be creative and think outside the pre-published box. This has been the case ever since The Keep On The Borderlands back in 1979.

VonSerrng wrote:
"Not saying they couldn't be dealt with, but coming up with them quickly and ones that make sense in each situation would require the gm to be highly prepared, flexible and creative."

Again, you expect creativity from the GM? What kind of inhuman beast are you! The GM must be a preprogrammed robot that must not deviate from the script ever!

VonSerrng wrote:
"Knowing the Star Wars universe and the game system inside and out would be a must

If by "knowing the star wars universe inside and out" you mean "having seen all six movies at least once" then yes, I agree.

VonSerrng wrote:
and could still lead to arguements or complaints of "That's not fair" if the players don't like the gm's choice for an advantage or disadvantage."

Let me refer you back four paragraphs: the GM's word is law. Period.


I feel like this game is shunted very much toward the kind of people that are comfortable winging a lot of things, or at the least creating stuff on the fly without giving it too much thought beyond whether it could be fun and interesting to deal with.


I see my review is not agreed with, that is perfectly fine and expected. I would ask one of who did enjoy the game make a review as well instead of attacking me. Thus there would be a pro and a con, from a consumer who liked the product and one who did not.

I did not like it because my players did not like it, all of whom are in their 30's or older, 47 myself, and all have been playing rpg's 15 years or more, 30+ for myself. If had been my opinion alone I would not have made a review and would have discussed things in this thread to see if I had misunderstood something.

GMlovlie, you are correct, it was not a full playtest as I couldn't get the players to sit still long enough to play it. They dispised the dice system so completely they got up and walked before we could get too far in, maybe had they sat all the way thru the whole first module we would have had a better feel and thus better opinion of the system. The players had been in a gaming mood, but were not after an hour of this. :/

As for the GM word is law, it is, but a good gm listens to his players and if he regularly does rulings they do not agree with he will find himself gm'ing at an empty table. I have very inventive players who come up with things regularly in the other systems to give themselves advantages. The fact I give them the freedom to be creative and run with their imagination keeps them coming back to my table. A playing style that we realized quickly could be complicated in this system. Basic advantages, ones easily thought of here, are easily handled as mentioned by Desslok, it's the crazy ones my players come up with that make this dice system cumbersome. Our games are super entertaining because of this, but requires a lot of flexibility on my part and sometimes a lot of page flipping or jumping online to look up a rule real quick and then sometimes, quite often in some sessions, making a call on something that isn't quite covered. Everyone agreed that this system would be even more prone to game stoppages to make such rulings. Could we be mistaken? Sure, but if my players don't like a system and are not interested in giving it another try it's hard for me to feel positive towards it.

The prep work, the flexibility and creativeness requirement does not mean the system is bad, but are meant as advice to those considering purchasing this system. It has great potential, it really does, but is not a game that is as easily picked up and run as an off the cuff B.S. game in an afternoon when other plans have fallen thru as some other systems.

All the above is "my" opinion based on how my group reacted to the system. Other groups will obviously have differing opinions and as I said in the beginning of this post, please, someone who has had a positive experience with this system make a review. I do not like that my review is the only one. I do believe the system deserves a second review, especially as there are several here who do not agree with my opinion.


I am not sure why you feel this system is hard to run without extensive prep. Your group of creative players ahold be easy to run he game for. Can you give us some specidfic examples of the difficulties your group ran Into with this game?

I am a run with little prep GM and I love this game.


What pros and cons? The only thing you really commented on was the dice. Something that, as has been stated by many, is not that difficult to grasp. Honestly, I think, from the sounds of things, your group made things way more complicated than they needed to be. The Beginners Box runs on rails and gives simplified examples of how the rules work. It is entirely made up to introduce players to, not just the Star Wars RPG, but RPGing as well.

If you can arbitrate your group so well in d20, what was it that caused you to stumble or work so hard here, I wonder? What examples could you give to help me understand what you had to look up? An example of these crazy advantages. Advantages give certain bonuses according to a table, the players just describe why or how. If they've already rolled the advantages and decided on the bonus, it is only narrative description at that point. How did this get too complicated for you?

Now I will grant you, unfamiliarity with a game will mean some hunting for some things, but that would be true for just about any new game that isn't a derivative of some other game. I am curious as to why a group with such vast experience found this game to be such a stumbling block.


VonSerrng wrote:
it was not a full playtest as I couldn't get the players to sit still long enough to play it

To put it bluntly, it sounds more like your players suck more than the game engine sucks. That they wouldnt even give a new game a chance - of course there's going to be a learning curve. Find me ANY game that doesn't require at least a couple of sessions to get up to speed.

VonSerrng wrote:
I have very inventive players who come up with things regularly in the other systems to give themselves advantages. The fact I give them the freedom to be creative and run with their imagination keeps them coming back to my table.

Then I fail to see the problem. The more advantages and triumphs you get, the more awesome they can be. And the game isn't the GM handing down an edict on what happens, the players can interpret the rolls too with suggestions of how they were awesome (or how they spectacularly blew it). The dice are fast, easy to understand once you get used to them, and simple enough that children are picking up the game and playing.

Look, not every game system is for everyone - we're all just human (and lets be honest - not all game engines are created equal), ut to turn up your nose and go "This sucks!" without even giving the system a fair shake is akin to a child refusing to eat spinach without even taking a bite because it's green.

VonSerrng wrote:
Everyone agreed that this system would be even more prone to game stoppages to make such...

Oh no! I have to look up rules in a brand new game that I have never used before! Curse you, Fantasy Flight Games for not making a version of the book I can instantly download into my brain so that I might assimiate the engine.

I take it then your group refuses to play ANY new game, since you might have to stop and check out the rule book from time to time?

Paizo / Messageboards / paizo.com / Product Discussion / Star Wars RPG—Edge of the Empire: Beginner Game All Messageboards

Want to post a reply? Sign in.
Top Sellers
FFGSWE10
1. Star Wars RPG—Edge of the Empire: Far Horizons

List Price: $29.95

Our Price: $26.96

Add to Cart

2. Star Wars RPG—Age of Rebellion: Onslaught at Arda I Adventure

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.