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Can I get a volunteer? Elemental Bending Monk


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Pathfinder Adventure Path Subscriber

Hey hey,
I was wondering if someone would look this over or play test one? Its based off of the other Avatar airbender d20, but with a few differences and converted to pathfinder.

It also incorporates the style feats from advanced combat, but with more options for the "benders"

Could ANYONE play test one of these?

Elemental Bending Monk


Pathfinder Adventure Path Subscriber

Bueller...Bueller...


No promises But I will look it over. Defiantly looks interesting..


Pathfinder Adventure Path Subscriber

Thanks! Any input would be great.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber

I'm printing it out for no other reason than the artwork. Testing it however I'll try it through a solo module. and see how it goes.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber

Thing is though why did you design this as a D6 poor BAB class? when it looks like so much of it is melee focused? I would see this as more of a d8 mid bab class. cutting the powers a bit if neccessary to balance.


1 person marked this as a favorite.

I agree with LazarX's post above. Definitely needs to be a 3/4 BAB class with d8 HD. As a balancing factor, I'd consider making the movement bonus a selectable Air ability, the AC bonus selectable for Water/Earth, and the Flurry a Fire option.

In all honesty though, I think you'd almost have to make four separate alternate monk classes to fit the bill, one for each bending discipline. I would think that a Firebender would have a higher BAB than an Airbender, but the Airbender would have a better dodge bonus for sure.

Also, while the apparently quality of the document online is rather poor (or so it appears to me), I imagine that your original is gorgeous. O_O; Amazing job with the pages and such.


1 person marked this as a favorite.

I agree with the fact if it is "one" class it needs to be a d8.
the idea of splitting the four into separate classes with each class gaining bonuses/penalties is interesting too.

Still working on putting together different leveled characters.


Pathfinder Adventure Path Subscriber

Thanks for the compliment on the art, =) And yes - it looks a ton better in regular pdf vs. web based. If anyone would like, once I've finished tweakinbg it I can send the normal pdf.

Also thanks for the feedback. I guess I went with the d6 as I saw them as monks by training but sorcerers in ability. I didn't want the bender to be able to beat a monk in a toe to toe fight, unless he used his bending. In other words I didn't just want a monk with sorcerer abilities too. I kept thinking, yeah he is in melee but most bender's in the show always blast people at range.

I also toyed with the multitude of classes for the different elements, but figured you could keep same class structure and use the style feats to more define the air bender's defense or the fires increased offensive nature...instead of a whole new class structure.

Ack, I keep flip flopping. I really like your guys ideas! And i love this character concept, but so don't want so don't want to over power it. I still want players to want to play a monk too. Not make the bender a monk that bends...cause why ever play a normal monk?

I will definitly make the BAB change to 3/4...cause they should have the same "skill" ability as a normal monk.

Hmmm, what about raising their BAB, but putting Flurry of blows as a "style" feat that has to be selected? So its not just for free to help move it away from normal monk? Also maybe add the elemental fist as a feat as well. So its not free either. Hell, it could be a feat for benders to get a feat for the higher hit dice d6 to d8?


Pathfinder Adventure Path Subscriber

Here it is with the changes made....wish there was a way to protect the art as it uploads to goole doc's.

Bender 2.0


in the play test i rolled out the monk straight up slaughtered the avatar one on one but (that could of been the rolls to)
more to come :) and yes I would love a final copy :)


This is a very good start, but it definitely needs to follow the basic Monk for saves, Base attack Bonus, Hit Die, and Flurry of Blows and the Damage Die for those. Given it doesn't receive anything other than feats for the Bending of choice, I don't see why you couldn't even add an extra attack if necessary, but this build was slightly too weak for what you are going for. However, I cannot wait for the final copy either, I rather like it all the same.


Pathfinder Adventure Path Subscriber

So really? If its a Monk with bending abilities...why would anyone ever play a normal monk? I do agree that his saves should be bumped up as well as the HD (He should be atleast as healthy as a bard, lol) but I don't think his unarmed damage should be raised as good as a monks. Else why ever play a monk again?

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber

The other thing that also needs to be added is a requirement for the higher bending abilities. As it is... they can all be selected at level 1. I would suggest a Chakra level requirement be added to all but the beginning abilities. Some perhaps should require concentration checks. (The Air Scooter for one comes to mind.)

The thing to keep in mind that an absolute replication of the show is probably not an advisable goal. It's better to see the show as a springboard to move forward from. (or creatively sideways)

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber
zerzix wrote:
So really? If its a Monk with bending abilities...why would anyone ever play a normal monk? I do agree that his saves should be bumped up as well as the HD (He should be atleast as healthy as a bard, lol) but I don't think his unarmed damage should be raised as good as a monks. Else why ever play a monk again?

In a world with Benders, monks probably wouldn't be anything else, unless they were noncombat types like Guru's who focused on cosmic enlightenment.

I'd still prefer a different name, say on the order of Element Master. Given their origins the Air Masters are really the only ones that would seem to embody a monk's style.

What I would seriously consider would be removing most of the monk weapon proficiencies or perhaps redefining them by element chosen.

The other thing I would remove or perhaps reduce would be the movement speed bonus. For the most part, benders don't move fast than anyone else save for extraordinary situations or by means of power stunts.


Pathfinder Adventure Path Subscriber

Thanks Lazar, Great ideas! I'm working on it tonight.

I did debate on setting level prereq's on some abilities, but since they are based on your chakra level feat anyways - its a not such a worry. Meaning, you might take a bending power that would seem to need a high level to do, but if you don't have a high chakra level - it won't matter anyways. If that makies sense. It would be like a mage being able to take fireball spell at first level. He could, but its still only going to do 1d6 per chakra level.

In regard to concentration check. I love that! Now I just need to figure out which should have that. =) definitly air scooter, like you said.

I also agree on your idea of the reduction of the movement, unless they are using there bending movements added in.

I'm still debating d6 or d8 for HD. Hmmm.

(I'll throw a new version up in a bit)


Pathfinder Adventure Path Subscriber

Ok, so I took them up to d8 - with justification that this is technically an archtype of monk.

bumped up the saves, BAB and flurry to monk. Not damage though...I still like that a normal monk can punch harder since he has trained in that and benders haven't.

Changed the name (Element Master is much better)

Movement is reduced, but not completely gone...and they can still augment with bending.

Added in concentration checks to abilities that can be maintained.

Element Master 3.0 Monk Archtype


It's looking better, really, the higher saves and hit die actually do them some serious favors. Since they still do more upclose hitting than a sorceror/wizard, lol. I like the name change too, it's more fitting.


Love it! My dm will hate it. :-(
(he dont do homebrew)


Pathfinder Adventure Path Subscriber
Sowde Da'aro wrote:

Love it! My dm will hate it. :-(

(he dont do homebrew)

I can post it on d20srd.com lol so then its not homebrew! ha! Well, at least not your home. =P Glad you like it.

My next is to make the Avatar template...Anyone with any great ideas floating around?


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Avatar template...?

Many Lives (Ex): The Avatar can use any of the four elements.

Glow it Up (Su): Once per week, immediately after suffering some kind of massive physical or emotional trauma, the Avatar can enter the "Avatar State" for a number of minutes equal to his character level. While in the Avatar State, the Avatar acts as if under the effects of a haste spell and may use any bending technique, even those he does not know. The Avatar may also call on aid from creatures in the Spirit World, gaining evolutions as if he were an Eidolon of his character level [as a synthesist].

I made that up off the top of my head. And TBH, Glow it Up may be too weak.

Fly speeds and taking standard actions as immediate actions don't seem out of place from what I can tell, but at the point you reach Avatar State you are dangerously close to deity-level power. Not really something you can balance.


Ok after working with them some more the saves and hd as you have changed them is much better.
I agree about the damage being a little lower.

Just getting a look at the changes in 3.0 :)


Pathfinder Adventure Path Subscriber

So I was thinking of adding into damage to powers either Wis bonus or Chr bonus. So - like water whip would be d6+chakra level + wis bonus. Sound good? or too much?

Was watching the series again and they show how "spirit" of the individual can affect the bending power...But not sure if its wis or chr thats your spirit. lol

The easy answer would be to use Wis since so much monk is built off it, but I think for balance chr would be cool as well. Any thoughts?


Pathfinder Adventure Path Subscriber

Element Master 4.0

Ok, so with some playtesting, I found some people were getting confused with feats, style feats bending feats and so on. So to avoid the confusion - I created Element Kata's (or form's)

So a kata is given at each level and be used to take a kata (or bending power such as water whip) or chakra level (to power the water whip) or in place of a kata a style feat is allowed. But if a feat is allowed (like the ones every other level) you may not take a kata form in its place. Hope that makes sense?

Still not sure if I should allow wis bonus to damage to bending powers or chr?


If you are trying to be thematic, it needs to be charisma. Tsuko talks a lot about the importance of a game face. So does Toph. All the great benders are great leaders, but there is a good argument for most of them having terrible wisdom scores: Tsuko almost always picks wrong, his sister is crazy, all the earth kingdom generals are crazy or bad decision makers. Even Aang is susceptible to fear and terrible decisions / time management unless someone, including a past life, is telling him what to do.

I think there should be some Wisdom based powers or feats. Most water benders are pretty wise. Redirecting lightning should be wisdom based, something Tsuko probably couldn't do well until he put all his leveling stat bonuses into Wisdom.


Pathfinder Adventure Path Subscriber

Yeah, I agree. Everyone kept telling me keep it wisdom based, chr feels more to the "spirit" of the show. As well as it doesnt power up a classed already based on wisdom.


I don't think you should worry about overpowering the class. Fighters shouldn't be able to beat equal level Benders. Think about it. Tsuko can go blow for blow against Jet and can beat Kitara bending when the sun is out. The only way to reflect it is full bab with Tsuko wasting a few feats on things like weapon focus hooksword and two weapon fighting.

If you balance the class totally, they just won't seem right. Besides, a Druid will crap all over a bender in this system anyway, same with a wizard. Overpowering them with combat options won't hurt anything.


Yeah, if you're doing this for a setting specific game, balance is out the window; no need fussing over it.

As for the Wis/Cha thing: you could argue for either. The White Lotus seem to draw on both. Toph is all Charisma. Azula is definitely Charisma - she's totally struck on herself. The only two counter-examples I can really think of are Zuko and the Avatar. Zuko by the end of the series finds immense strength in his hard earned wisdom, and the Avatar is the collective wisdom of a thousand lives.

One might be inclined to allow a choice?


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Pathfinder Adventure Path Subscriber

Element Master 5.0

Ok, added in some art work and cleaned up the text a bit. I also changed some phrases to avoid confusion and added into some powers the charisma bonus to damage. Hope you all like =)

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber

Get into the habit of putting the obligatory OGL material in your work.

I'd also consider remove replace all instances of bending with "Mastery". It's toeing the line as it is without using actual terms from the show. "Blood Mastery" can sound fairly cool as well. It needs some more prequisite as this really is something that only the extremely elite Water Master should even think of attempting.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber
cranewings wrote:

If you are trying to be thematic, it needs to be charisma. Tsuko talks a lot about the importance of a game face. So does Toph. All the great benders are great leaders, but there is a good argument for most of them having terrible wisdom scores: Tsuko almost always picks wrong, his sister is crazy, all the earth kingdom generals are crazy or bad decision makers. Even Aang is susceptible to fear and terrible decisions / time management unless someone, including a past life, is telling him what to do.

I think there should be some Wisdom based powers or feats. Most water benders are pretty wise. Redirecting lightning should be wisdom based, something Tsuko probably couldn't do well until he put all his leveling stat bonuses into Wisdom.

Iroh is one of the most insightful figures in the world, not to mention having a highly developed Second Sight that not even Aang duplicates.

Btw, it's Zuko...no Ts.


Lazar, sure, and I was thinking of Iroh when I talked about water benders using Wisdom to damage and when I talked about Zuko needing to raise his wisdom to use that very important technique he learned from Iroh. I think Iroh has a feat to use Wisdom instead of Charisma. There are different ways you can play it.

About the T, I like to use the M. Night pronunciations. :D


Pathfinder Adventure Path Subscriber

So I figured I'd make a pordigy power for each element.

Fire: Lightning Mastery
Water: Blood Mastery
Air: Steal Air
Earth: Earth Crush

What level preq you guys think is appropriate? 5th? before you can try it and maybe a high concentration DC. Maybe with lightning if you fail the high DC concenration check it blows up in your face and you take damage?


Fifth sounds good. Also, you should probably put a max end limit on how many times the Chakra Level Kata can be taken, just to prevent the question of how many times it does stack.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber
zerzix wrote:

So I figured I'd make a pordigy power for each element.

Fire: Lightning Mastery
Water: Blood Mastery
Air: Steal Air
Earth: Earth Crush

What level preq you guys think is appropriate? 5th? before you can try it and maybe a high concentration DC. Maybe with lightning if you fail the high DC concenration check it blows up in your face and you take damage?

Somewhere in the 10-12th range. pretty much at the capstone where most campaigns end. If you envision campaigns going on further, move that up to 15-18. These are all capstone powers, at the most maybe 1-5 people in the entire world should be manifesting those abilities.


LazarX wrote:
zerzix wrote:

So I figured I'd make a pordigy power for each element.

Fire: Lightning Mastery
Water: Blood Mastery
Air: Steal Air
Earth: Earth Crush

What level preq you guys think is appropriate? 5th? before you can try it and maybe a high concentration DC. Maybe with lightning if you fail the high DC concenration check it blows up in your face and you take damage?

Somewhere in the 10-12th range. pretty much at the capstone where most campaigns end. If you envision campaigns going on further, move that up to 15-18. These are all capstone powers, at the most maybe 1-5 people in the entire world should be manifesting those abilities.

I second the "10-12" and for "earth" have "metal mastery"

and instead for air, movement mastery. remember Aang is an Air master at a young age, and devoloped the air scoter. so air should get some truly awesome movement and dodge bounses

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber
zerzix wrote:

So I figured I'd make a pordigy power for each element.

Fire: Lightning Mastery
Water: Blood Mastery
Air: Steal Air
Earth: Earth Crush

What level preq you guys think is appropriate? 5th? before you can try it and maybe a high concentration DC. Maybe with lightning if you fail the high DC concenration check it blows up in your face and you take damage?

If we're going to go by theme, if you fail the check, you take the entire damage INTERNALLY... no saving throw. It IS supposed to be a dangerous skill to use after all. In order to even try this stunt, you essentially forego any sort of Reflex save.


sorry to knock it but i think getting a kata every level is a bit much. look at the fighter they get something every level but not a bonus feat. which the kata is. and the bender also gets thier monk stuff on the side, it's just a little much.
for the avatar on the other hand, yes they should get a kata every level + an extra style mastery kata every 6 levels (6, 12, 16, 20) for free. (to simulate their training)


Pathfinder Adventure Path Subscriber

Hey sowde, Yeah it looks kinda outta balance, but so far with play testing its working pretty well. Remeber that your bending doesnt increase in its power like a mage at each level. The bender has to select chakra to gain strength in the kata's.

The kata each level allows a varied array of powers, but not very strong - since the player has chosen a kata instead of chakra at each level. Or I have another player that only has two kata's but more chakra and he still only does damage of a hyped mage at his level.

I might adjust it if I see it going skewed at higher levels though, also if you guys play test them and find its too much let me know.

I LOVE the metal mastery instead of earth crush! hot damn. And great idea with the air benders as well.

Also Lazar! great idea of no save if they f'it up! and with the end cap prereq!

(Thanks guys for so much help on this!)


zerzix wrote:
I LOVE the metal mastery instead of earth crush! hot damn. And great idea with the air benders as well.

thing is i have no idea how to implement it.


Pathfinder Adventure Path Subscriber

lol yeah. This is what I've done for the Earth, Fire and Water guys so far. I basically made it the similar affect and damage so they all kinda are equal, but not sure how to create similar power for airbenders for defense (unless I do the steal breath thingy)

So for water and earth...basicallly a hold person that can also damage. It also allows earth to use the metal in all their other kata's and water to use blood in theirs. And fire to use electrical damage in place of fire and to create a huge stroke of lightning as well.

Metal Mastery: Prerequisite: This may only be taken at 13th level. You may manipulate metal in place of earth in your katas. You may also manipulate the metal that is used in armor and weapons. If an individual is wearing the armor, you can slow the targets movement to a standstill or even crush them in their suits. As a standard action you can cause a subject or their limb within 10’ times your chakra level to become paralyzed and freezes in place. It is aware and breathes normally but whatever part is in metal cannot take any actions for a number of rounds (1 round per chakra level). Each round on its turn, the subject may attempt a new saving throw (1d20 + Will + any magical bonus the metal might have vs. 11 + Chakra level) to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is in armor may be paralyzed and cannot flap its wings and falls. A swimmer can’t swim and may drown. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping the target held, the DC is increased by 10. This kata also allows to the master to ‘crush’ metal causing damage to a target at an extreme risk to the element master. To accomplish damage to the target, the master must make the a concentration check at (DC = 20 + the target’s Will save plus any magical bonus the metal might have) success allows the element master to damage the target 2d6 times chakra level plus charisma modifier, failure results in the element masters own iron in his body reacts taking half the damage (No save) and the inability to attempt this kata on the same target more than once a day.

Lightning Mastery: Prerequisite: This may only be taken at 13th level. You may use electrical damage in place of your fire damage in your fire katas. You may also create a stroke of lightning that involves separating the positive and negative energies of the element of fire, releasing a huge amount of power as they join suddenly together again. A fire element master can take a full-round action to complete a complicated series of motions to separate the two energies and releases the contained energy in the form of a lightning bolt dealing 2d6 electricity damage per chakra level plus charisma bonus to all in a line 10’ per chakra level. Additionally, lightning generated by is empowered, dealing half again (1.5 times) the amount of damage presented by the dice. The targets are allowed a Reflex save for half damage. This kata is an extreme risk to the element master. To accomplish the damage to the target, the master must make the a concentration check at (DC = 20 + the target’s Will save) success allows the element master to combine the energies, failure results in the element master exploding the energy in a ball of internal fire causing half the damage (No save) and the inability to attempt this kata on the same target more than once a day.

Blood Mastery: Prerequisite: This may only be taken at 13th level. You may use the blood of an individual (including yourself) if injured and openely bleeding as a source of water in your water katas. You may also slow the water contained in an individual and slow the targets movement to a standstill. Exceptionally dry creatures may be unaffected. As a standard action you can cause a subject within 10’ times your chakra level to become paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech for a number of rounds (1 round per chakra level). Each round on its turn, the subject may attempt a new saving throw (1d20 + Will vs. 11 + Chakra level) to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping Bloodbend going the DC is increased by 10. This kata also allows to the master to ‘pull’ the water from the blood causing damage to the target at an extreme risk to the element master. To accomplish the damage to the target, the master must make the a concentration check at (DC = 20 + the target’s Will save) success allows the element master to damage the target 2d6 times chakra level plus charisma modifier, failure results in the element masters own blood taking half the damage (No save) and the inability to attempt this kata on the same target more than once a day.


I think your Lightning Mastery is a little wordy and a little metagamey. Can I take a crack at it? I also don't like the idea that you can replace your normal fire with electricity. Azula had blue fire most of the time because she burns hotter than everyone else. She still had to take a full round action to get lightning.

Lightning Mastery

Prerequisite: Level 13

By directing the release of energy created when yin and yang, first separated by your breath comes crashing back together, you can create lightning, the cold blooded fire.

The fire master can perform a martial arts technique as a full round action which releases a bolt of lightning.

Damage: 2d6 per Chakra Level
Area: 5' wide column, 10' long per Chakra Level
Save: Reflex for Half Damage

This kata requires the strictest mental discipline to utilize. Only lawful characters, or those with Will save bonuses totaling 'X', can use this technique without danger.

Fire masters without the prerequisite Willsave or alignment must make a concentration check (DC 24) to use this power safely. Success allows the element master to direct the release of energy; failure results in the element master causing an explosion which deals half normal lightning damage to himself in the form of a burst of fire.


Pathfinder Adventure Path Subscriber

Nice! I do tend to get wordy (says my wife)

In regard to the substit electric for fire damage - I figured it was the easiest way to give a new spin to it. Since 'blue' fire is stilll fire damage, just with the use of Intensify Kata, basically.

And the electric damage isnt anymore than the fire damage, just a different type I figured it would be level appropriate. Not actually totally true to theme, but thought by that level you could have taken energy admixture if you were a mage.


Pathfinder Adventure Path Subscriber

Element Master 7.0

Recent update.


Pathfinder Adventure Path Subscriber

So here is a new update. Added child of earth and child of wind abilities to earth and air. To balance fire and water. Also added The Avatar.

Element Master 8.0

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber

Now as for campaign ideas, how about this one.

"The World is out of Balance. To restore Balance to the world, the Avatar must die."


Pathfinder Adventure Path Subscriber

Sweet. Im actually using a similar version for my current campaign... which we are in the midsts of changing from Forgotten Realms into Golarion.

"Faerun is in turmoil. The avatar of Tian Xia has been murdered and the balance of Toril has been sent spiraling out of the Deities’ control. The very fabric of the realms has begun a transformation and the Gods have felt a disruption in their portfolios and have sent out their Chosen to investigate. Rumors of “new” gods have been whispered across the lands and even the sightings of new land masses or islands that have seemingly sprung from the earth. Maps of the areas have also altered without contact, as if the lands had always existed and the people’s memory was all that is at fault. Oracles speak of some strange name, Golarion Convergence. Most believe the only one who can put the world back in balance is the next Avatar, The Jade Avatar"


Pathfinder Adventure Path Subscriber

w0ot, anyone else watching the new series? So far it seems pretty good.


I thought it didn't start 'til mid-April.


Pathfinder Adventure Path Subscriber

w0ot, here you go... the first is a trailer, the second video is episode 1 and 2 and third video is a trailer.

Official site: KorraNation.com

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