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Rite Publishing - Coliseum Morpheuon advice


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Dark Archive

I am getting a chance to play a starting 17th Level Sorc. in the Coliseum Morpheuon module. I know next to nothing about the module and I usually play gishes but am willing to tackle a high level caster built from scratch in a vacuum. I am not looking for detail builds just some advice from those who have played the module on what to expect and if we have all our bases covered.

- My request is any advice on A Sorc build from those that have played the module. I am not looking for spoilers just a heads up on what direction I should go. I am leaning towards a Chaotic-Good/Drow conjuration (summoner) Abyssal blood line sorc.

Allowed: Anything Pathfinder (no 3rd party or 3.5)
25 point buy in
No evil alignment
410,000 gp starting wealth

I am basing (loosely) my PC on a character out of author Raymond E. Feist books, Amirantha A demon summoner who is actually good aligned if not a bit of a charlatan, well alot of a charlatan. In the books he goes around summoning minor demons in outlying villages and then offeres his "services" as a Demon hunter to rid the villagers of this threat.

- The DM hinted (very vaguely) that the magic in the world can be manipulated by the local denizens so I was unsure how that will effect a caster?

Any must have spells? It is looking like I will be the only full arcane caster in the group.

Group
- Full Orc/Fighter (vital strike route)
- Aasimar/Oracle (Life)
- Human/Urban Ranger (has most of the rogue abilities covered)
- Dwarf/Barbarian
- Human/Magus

Scarab Sages

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Looking at your spell list from the other thread, I might advise you to take some protection spells as well to help you deal with changes to your environment and the magical attacks of others.

Dark Archive

Wicht wrote:

Looking at your spell list from the other thread, I might advise you to take some protection spells as well to help you deal with changes to your environment and the magical attacks of others.

Gotcha! Thanks, I know it is needed but the Sorc spell known list is so small, having hard time choosing what to leave out. I think I will be taking Expanded Arcana feat for sure.

Scarab Sages

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
WhipShire wrote:
Thanks, I know it is needed but the Sorc spell known list is so small, having hard time choosing what to leave out.

That's why I actually prefer Wizards.

Liberty's Edge

In that party you've got 3 people with full BAB, and another who will certainly be jumping to the front lines. Haste is a must. Circle of protection from evil is probably a good idea as well (low average will save).


If you're going to be playing in the Coliseum world, I'd say you want to make sure you take the additional traits feat, because dreamburning is a lot of fun.

-Ben.


Wicht's advice should be good. Afterall, he wrote Coliseum Morpheuon!

Dark Archive

terraleon wrote:

If you're going to be playing in the Coliseum world, I'd say you want to make sure you take the additional traits feat, because dreamburning is a lot of fun.

-Ben.

No Idea what dream burning is, the DM being pretty tight lipped on the adventure.

@Billzabub - Really. Well thats just down right cool. Thanks so much Wicht for taking the time to stop by and comment on both my threads, it is much appreciated.

@ShadowcatX - I have taken group spells.
so far: Haste, Teleport, D-Door, Grt Teleport, Overland Flight, Seeming (disguise self mass), Dispel magic, grt dispel magic, a few divination spells.
I am really on the ropes about my 8th level pick. I have Summon Monster at every level and looking at Trap the Soul for one of my 8th level spells.

? - how good is Stone Skin at high levels? I was thinking about taking Stoneskin, Communal as a spell as well as Resist Energy communal. But in regards to Stone Skin, I know a +4 weapon is considered adamantium so is it worth it at these levels?

Liberty's Edge

Do not pick summon monster at every level, that's a horrendous waste of resources. Instead pick it at the levels you might need it. I'd probably go with:

1: Trap finder
5: 1d4+1 Lantern archons or spell like abilities
8: highest level monsters available to you

Also I wouldn't take teleport and greater teleport. Or dispel magic and greater dispel magic.

As a sorcerer you want variety and power in your list.

I'd probably make sure to grab magic jar, its a greatly over powered spell. A couple crowd controllers, maybe sleet storm, black tentacles, and some fog spell (probably not level 3 - 4). Also maybe a pit spell.

Dark Archive

ShadowcatX wrote:

Do not pick summon monster at every level, that's a horrendous waste of resources. Instead pick it at the levels you might need it. I'd probably go with:

1: Trap finder
5: 1d4+1 Lantern archons or spell like abilities
8: highest level monsters available to you

Also I wouldn't take teleport and greater teleport. Or dispel magic and greater dispel magic.

As a sorcerer you want variety and power in your list.

I'd probably make sure to grab magic jar, its a greatly over powered spell. A couple crowd controllers, maybe sleet storm, black tentacles, and some fog spell (probably not level 3 - 4). Also maybe a pit spell.

The Summon Monsters kinda going with my characters background. The DM wanted a Theme based game, all PC are based on characters from our favorite authors. So I am going to stick with having SM at each level but I do understand what you are saying and agree if it was not for the game set up.

I can see dumping one of the TP's but shouldn't I keep one around, its a very useful spell. I can also dump Gtr Dispel but I like Dispel magic as it has such a wide variety of uses.

I did make the Magic jar switch out (thank you). What do you think of Marionette Possession from UM as a 3rd level spell? I will take a look at some of the controller spells but I am not a fan of the Pit Spell series.

I am avoiding blaster spells as that just does not really play into my PCs theme and debilitating spells as well (yes I know they make more sense from an optimization point).

Thanks for the response, I will rework my spell list a bit.

Liberty's Edge

I meant that you should keep one of the teleports (they are incredibly useful) as well as one of the dispels. You just don't want that much redundancy.

And blasting spells are very rarely optimal if you don't build for them, which is why no one is suggesting them.

Marionette possession is a nice spell. But it is just a powered down version of magic jar, and level 3 is going to be a really tight level for spells for you anyways, there are so many good level 3 spells. Again, avoid redundancy.

Also silent image is an amazing spell, even at your level.

A full spell list would be helpful.

Dark Archive

ShadowcatX wrote:

I meant that you should keep one of the teleports (they are incredibly useful) as well as one of the dispels. You just don't want that much redundancy.

And blasting spells are very rarely optimal if you don't build for them, which is why no one is suggesting them.

Marionette possession is a nice spell. But it is just a powered down version of magic jar, and level 3 is going to be a really tight level for spells for you anyways, there are so many good level 3 spells. Again, avoid redundancy.

Also silent image is an amazing spell, even at your level.

A full spell list would be helpful.

I was thinking of adding some illusions such as some of the images spell and maybe invisibility sphere. I remember a spell (it might be 3.5) where you cast a image over yourself while turning invisible at the sametime. You then moved and the image moved opposite direction from you. Anyone know the name of that spell?

You are correct, I have been lazy.lol. I will post my spell list and build.

Scarab Sages

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

One thing to keep in mind is that at high level, certain abilities common to PCs are also going to be common with some NPCs, such as truesight, haste, dispel magic, flying and the like. If you can do it to them, chances are good that someone can do it to you.

Dark Archive

Solis Del'Nok
Noble Drow / Sorcerer (conjuration/summon)
Abyssal Bloodline
*(note Noble Drow still not approved)

I have only built in the base magical item to enhance Cha, nothing else has been bought or applied. DM stated we could not drop a stat to gain extra points.

Ability scores
Str- 10 (16) w/blood line power
Dex- 16
Con- 14
Int- 12
Wis- 15
Cha- 23 (29) w/magical item

Bloodline Powers

Spoiler:
1st. Claws
3rd. Demon Resistances
9th. Strength of the abyss
15th. Added Summoning

Feats

Spoiler:
(Bonus Feats)
Eschew materials
Augment Summoning
Empower Spell
Skill Focus

(Feats by level)
Extend Spell
Superior Summoning
Imbued Summoning
Leadership
Maximize Spell
Summon Defender
Expanded Arcana (x2)
Spell Perfection (x2)

Spell List

Spoiler:
1st.
Magic Missile
Charm person
Mage Armor
Ray of Enfeeblement
SM I
BL- Cause Fear

2nd.
Scorching Ray
Knock
Mirror Image
Frigid Touch (limited control)
SM II
BL- Bulls Strength

3rd.
Haste
Magic Circle against/x
Dispell Magic
SM III
BL- Rage

4th.
D-Door
Control Summoned Creature
Phantom Chariot
SM IV
BL- Stone Skin

5th
Wall of Force
Seeming
Magic jar
SM V
BL- Dismissal

6th
Chain Lightning
Repulsion
SM VI (Spell Perfection)
Mislead (expanded arcana)
BL- Transformation

7th
Hostile Juxtaposition
Revgerse Gravity
SM VII (Spell Perfection)
Invisibility Mass (expaned aracana)
BL- Teleport Greater

8th
Trap the Soul
SM VIII
BL- Unholdy Aura


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

With all due respect, I hope Noble Drow is never allowed.


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

And looking up some information, looks like they're the only race to have a level adjustment still.

Dark Archive

If not Noble Drow will probably go standard Drow or Alternate Tiefling.

Liberty's Edge

A human would be better than a tiefling or standard drow, if only for their favored class bonus. (If you care overly much about optimization at least.)

Your feats are illegal, you need spell focus: conjuration and you can't take spell perfection twice. Imbued is a 3.5 feat, is that allowed? And you need quicken spell, drop maximize for it.

1: -magic missle + silent image
2: -frigid touch +glitter dust
4: -phantom chariot + black tentacles

I'm not as knowledgeable on higher level spells.

It feels like you want to blast, but you're afraid if you go all out blaster you'll be massively over powered and just crush all competition. You won't. Blasters can be good, very good, but they require focus, and you're not focused enough for blasting to be good.

Dark Archive

ShadowcatX wrote:

A human would be better than a tiefling or standard drow, if only for their favored class bonus. (If you care overly much about optimization at least.)

Your feats are illegal, you need spell focus: conjuration and you can't take spell perfection twice. Imbued is a 3.5 feat, is that allowed? And you need quicken spell, drop maximize for it.

1: -magic missle + silent image
2: -frigid touch +glitter dust
4: -phantom chariot + black tentacles

I'm not as knowledgeable on higher level spells.

It feels like you want to blast, but you're afraid if you go all out blaster you'll be massively over powered and just crush all competition. You won't. Blasters can be good, very good, but they require focus, and you're not focused enough for blasting to be good.

I am not trying to blast. I only have 3 "blaster" spells which I thought was a good mix.

My focus is on summoning w/ all around helpfulness for.the group. Trying to cover as many bases as I can.

I have spell focus, if I didn't list it that only because I am doing this from my phone and in my head as I don't have my papers.

I checked SRD. It does not state you can only take spell perfection once. I will have to seek a ruling on that but if I have to swap it out I would take expanded arcana again.

Your right about imbued, no idea why I thought that was allowed.

I am keeping maximized so I can Max out my lower summon monsters spells (as that is my main offensive option). I am also using it with spell perfection on my highest summoning spell (SM VI) or possibly SM VII if it legal to work with magical lineage trait, as I am unsure if it is.

I will take a look at the combos you listed. Thanks.

Liberty's Edge

You can only take a feat once unless it specifies otherwise. Spell perfection does not specify otherwise. Ergo, you can only take it once.


ShadowcatX wrote:
You can only take a feat once unless it specifies otherwise. Spell perfection does not specify otherwise. Ergo, you can only take it once.

Seriously, make one of them Additional Traits and ask the GM if you can pick them when you get to the Coliseum. You will not regret it. Dreamburning is a good time and part of the setting.

Leadership may be an odd one to run in the Coliseum, but if it's done right, you might like it.

-Ben.


terraleon wrote:
ShadowcatX wrote:
You can only take a feat once unless it specifies otherwise. Spell perfection does not specify otherwise. Ergo, you can only take it once.

Seriously, make one of them Additional Traits and ask the GM if you can pick them when you get to the Coliseum. You will not regret it. Dreamburning is a good time and part of the setting.

Leadership may be an odd one to run in the Coliseum, but if it's done right, you might like it.

-Ben.

Ben your assuming the GM is going to use the dreamburning rules, they are optional :)

(Ben wrote the dreamburning rules)


Rite Publishing wrote:
terraleon wrote:
ShadowcatX wrote:
You can only take a feat once unless it specifies otherwise. Spell perfection does not specify otherwise. Ergo, you can only take it once.

Seriously, make one of them Additional Traits and ask the GM if you can pick them when you get to the Coliseum. You will not regret it. Dreamburning is a good time and part of the setting.

Leadership may be an odd one to run in the Coliseum, but if it's done right, you might like it.

-Ben.

Ben your assuming the GM is going to use the dreamburning rules, they are optional :)

(Ben wrote the dreamburning rules)

Which were pretty darned awesome, IMO :-)

Dark Archive

I still have no idea about Dream Burning but the DM said their will be extra Feat and Trait that we will pick up upon entering the Dream Plane. I appreciate the guys from Rite publishing stopping by. I ran The Breaking of Forstor Nagar for my group and it was a ton of fun!

I will so some more crunching of the figure for my PC clear up any errors.

It was also mentioned that the realm is HIGHLY morphic so i assume weird enviroments and such...


WhipShire wrote:

I still have no idea about Dream Burning but the DM said their will be extra Feat and Trait that we will pick up upon entering the Dream Plane. I appreciate the guys from Rite publishing stopping by. I ran The Breaking of Forstor Nagar for my group and it was a ton of fun!

I will so some more crunching of the figure for my PC clear up any errors.

It was also mentioned that the realm is HIGHLY morphic so i assume weird enviroments and such...

Whipshire,

ask your GM to shoot me an email: Worldsmith at gmail dot com


Wow, this thread is a gold mine.

[Threadjack]

I am intending to run a game over the course of the next 3 to 4 years where the PC's start off as slaves fighting in coliseum style contests / earn their freedom and between fundraising (aka adventuring) seek to prove themselves in the most prestigious contests they can muster the entry fee to compete in. I intend to cap off the series with Coliseum Morpheuon, but I am looking for lower level adventures to supplement the story arc. So far I also plan to include Ruby Phoenix Tournament and Academy of Secrets.

Also, I really want to make this game more than just the journey to the next challenge. Any advice for adding in RP/Story elements which are eventually resolved by seeking transport to the plane of dreams? Monte Cook did a free module for Wizards where periodically one of the members of the group is recognized by various NPC's over the course of many adventures and travels. The sub-plot takes a long time to unfold but it turns out that a crackpot who thinks he has the blood of air elemental royalty is trying to recruit others "of the blood" to gain access to a temple and subsequently take over the world.

This is a kind of neat way to encourage character development and keep players attached to characters, I had already thought to incorporate dream time divinations from Desna to underscore the travels the PC's must take in their quest for glory.

Any other materials like this that anyone could suggest would be GREAT! Additionally, any other modules or adventure arcs that fit the theme of challenge/contest even including the traditional type of a king quests you to eliminate a threat because no others can would be very helpful. Especially in low levels.

Thanks [/Threadjack]


My suggestion for an myth arc would be two of the Benefactors from Coliseum Morpheuon farming competitors. Think of it like Major league baseball, you have high school baseball, college baseball, and the minor leagues. One of the benefactors could be growing and building up the PCs greatest rival adventuring company (you could use the sample npc teams).

An easy way is to have them become true rivals the PCs is to take advantage of them when they are weakest, for example, the PCs just fought a tough battle in a dungeon, they are all seriously hurt, low on hp and low on resources. The Rivals show up fresh, full rested, and at the height of their power. They come in an take the Mcguffin from the dead monster's horde.

On the other hand you have a benefactor who is honest, fair, and open about what he wants from them. this is enlightened self-interest. It should also not be the benefactor they encounter but his majordomo think of him like a baseball agent/scout.

If you want to make it even more interesting have two benefactors both trying to recruit the PCs so you have a kind of extraplaner cold war trying to gain control of a disputed territory (the pcs).

Steve Russell
Rite Publishing.


Rite Publishing wrote:

My suggestion for an myth arc would be two of the Benefactors from Coliseum Morpheuon farming competitors. Think of it like Major league baseball, you have high school baseball, college baseball, and the minor leagues. One of the benefactors could be growing and building up the PCs greatest rival adventuring company (you could use the sample npc teams).

Along with this, you'd have a good way to show how varied and expansive the benefactor's plans are-- all this campaign, built up, showing that really, it was simply building seed resources for the real show, the coliseum.

With a second (or even third!) benefactor in the mix, dropping hints, trying to poison the group, playing them off the rivals, building the relationship, you could have a very bang up campaign with real investment by the time you reach the endgame.

-Ben.


Great stuff guys, I really appreciate the input. One element I had already considered was to have a recurring band of adventures that were always just around the corner. I think that having them sponsored is a really intriguing idea, especially for pc's to find out that their backer is really just their slaver.

Thanks for the input!

Still looking for low level adventures to run that kind of fit the feel.

Dark Archive

Rite Publishing wrote:


Whipshire,

ask your GM to shoot me an email: Worldsmith at gmail dot com

Done and Done. Thanks

Dark Archive

BigDTBone wrote:

Wow, this thread is a gold mine.

[Threadjack]

I am intending to run a game over the course of the next 3 to 4 years where the PC's start off as slaves fighting in coliseum style contests / earn their freedom and between fundraising (aka adventuring) seek to prove themselves in the most prestigious contests they can muster the entry fee to compete in. I intend to cap off the series with Coliseum Morpheuon, but I am looking for lower level adventures to supplement the story arc. So far I also plan to include Ruby Phoenix Tournament and Academy of Secrets.

Also, I really want to make this game more than just the journey to the next challenge. Any advice for adding in RP/Story elements which are eventually resolved by seeking transport to the plane of dreams? Monte Cook did a free module for Wizards where periodically one of the members of the group is recognized by various NPC's over the course of many adventures and travels. The sub-plot takes a long time to unfold but it turns out that a crackpot who thinks he has the blood of air elemental royalty is trying to recruit others "of the blood" to gain access to a temple and subsequently take over the world.

This is a kind of neat way to encourage character development and keep players attached to characters, I had already thought to incorporate dream time divinations from Desna to underscore the travels the PC's must take in their quest for glory.

Any other materials like this that anyone could suggest would be GREAT! Additionally, any other modules or adventure arcs that fit the theme of challenge/contest even including the traditional type of a king quests you to eliminate a threat because no others can would be very helpful. Especially in low levels.

Thanks [/Threadjack]

The Pathfinder Module: The Ruby Phoenix Tournament is for 11th level PCs and would be a great one to run on the way up to the Coliseum adventure.

Dark Archive

Ok we had our first session and it rocked! The Coliseum set up was cool and the NPC's were great (we all agreed Gallows was bar far the coolest).

A couple of questions came up though...

Harvester of Dreams [Dream]
You can drain Dreams from those you injure.

Benefit: When you reduce an opponent within 30 ft. to 0 or
fewer HP, you may establish a link with that same opponent as
a free action. On the following round, you may take a full-round
action to collect the remaining Dreams of the fallen enemy.
Doing so does not provoke an attack of opportunity. You gain
possession of all the creature’s Dreams, which take the form of
small ethereal tokens which spin in a halo around you. These
Dreams may be degraded, sacrificed or traded normally. The
opponent is entitled to a Will save, DC: 10 + 1/2 your character
level + your Strength modifier, to hold onto her Dreams. If the
opponent fails this save, she may instead choose to die instantly
rather than give up her Dreams.

Questions
1. If the opponent is reduced below 0 of fewer hit point and killed outright by the same blow do you still get to harvest their dreams or are they lost? I know the answer seems obvious but we had a big discussion on it.

2. You do get all their remaining dreams correct? So if the NPC has Hope - Aspiration and goals remaining you get all three?

It was a blast... We enjoyed The Breaking of Forstor Nagar and this one looks just as good if not better.

Scarab Sages

Thanks to all that posted here. I'm running this adventure and have found a lot of great help.

Again Thanks.


WhipShire wrote:

Ok we had our first session and it rocked! The Coliseum set up was cool and the NPC's were great (we all agreed Gallows was bar far the coolest).

A couple of questions came up though...

Harvester of Dreams [Dream]
You can drain Dreams from those you injure.

Benefit: When you reduce an opponent within 30 ft. to 0 or
fewer HP, you may establish a link with that same opponent as
a free action. On the following round, you may take a full-round
action to collect the remaining Dreams of the fallen enemy.
Doing so does not provoke an attack of opportunity. You gain
possession of all the creature’s Dreams, which take the form of
small ethereal tokens which spin in a halo around you. These
Dreams may be degraded, sacrificed or traded normally. The
opponent is entitled to a Will save, DC: 10 + 1/2 your character
level + your Strength modifier, to hold onto her Dreams. If the
opponent fails this save, she may instead choose to die instantly
rather than give up her Dreams.

Questions
1. If the opponent is reduced below 0 of fewer hit point and killed outright by the same blow do you still get to harvest their dreams or are they lost? I know the answer seems obvious but we had a big discussion on it.

2. You do get all their remaining dreams correct? So if the NPC has Hope - Aspiration and goals remaining you get all three?

It was a blast... We enjoyed The Breaking of Forstor Nagar and this one looks just as good if not better.

1. Yes (it does not matter if they alive or dead, the foe still has to fail the save.)

2. Yes (you get all the remaining dreams if the foe fails its save), Yes (you get all of them if the foe fails its save)

one note on the save, I considered at the time enforcing a change to this making the Ability modifer variable allowing the user to choose which stat they wanted to modify the save, for example a rogue might want to when using a rapier with weapon finesse want to modify it with his Dex mod rather than str. A sorcerer might want to modify it with his Cha etc. But I don't like Executive Meddling so I did not do so. It is something I think GMs should consider as I believe dreamburning is a fun part of the coliseum (and remember Npcs can steal PC dreams too :)

Scarab Sages

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
WhipShire wrote:
It was a blast... We enjoyed The Breaking of Forstor Nagar and this one looks just as good if not better.

Please, keep us informed on how it goes.

Scarab Sages

Thank you so much for that clarification. I will let me player know which dreams he got during the next gaming session. He will be quite happy I,m sure.

Finished the last test of the Trials of Joining.

next session:

The Team except Jack of Diamonds as their benefactor and will be meeting him, along with starting the Tests of the Damnation Epoch.

I love the world you all have created and would it be possible to get some ideas for running this starting at first leave and building a complete campaign. Thanks guys of Rite Publishing for a great game.

Dark Archive

We should probably put a Spoiler tag on this thread if were going to continue talking about the sessions but I have no idea how to do so... lol

Dark Archive

Lagdufn wrote:
I love the world you all have created and would it be possible to get some ideas for running this starting at first level and building a complete campaign. Thanks guys of Rite Publishing for a great game.

I agree great game and setting! Yes a 1st level game that all takes place in the realm of dreams would be fun.

Gallows is definitely going to appear in my up coming game as an NPC.

I like the guys from Rite Publising to critique my first actions in the first combat session in the Coliseum. Just curious if this broke any of the rules or was overly cheesy?

- I made a wall of stone and stone shaped it to cover our Basket thereby preventing any apples from being put into it. I did not touch the basket. It seems from the rules point that this was legal.

- Also, one of the other players was curious if the apples were ghost touched as the Dread Wraith opponent was going to attempt to grab an apple. it never happened due to our defense strategy but the question did come up... could the Wraith grab an apple?


matt banach is working on that for Adventure Quarterly (issue 2 or 3)

Scarab Sages

What is the Advance Quarterly, are they published by RITE PUBLISHING? I have the Wayfinder Magazines.

Scarab Sages

last Post the magazine I have is the Pathway Magazine.

Scarab Sages

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
WhipShire wrote:
We should probably put a Spoiler tag on this thread if were going to continue talking about the sessions but I have no idea how to do so... lol

I started a spoiler-tagged thread to answer your question.

Scarab Sages

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
Lagdufn wrote:
What is the Advance Quarterly, are they published by RITE PUBLISHING? I have the Wayfinder Magazines.

This is Adventure Quarterly, and yes, its from Rite Publishing.

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