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Consumables advice request


Advice


I stumbled across PFS a few months ago, and have been running some games online using Fantasy Grounds II and having a blast.

I want to get some advice on some consumables for my two main characters right now, a lvl 2 bard and a lvl 1 fighter.

They both have 3 potions of cure light wounds, and i just realized they could get a wand for 2 pp, so they both will do that.

A wand of Mage Armor, is pretty tempting, especially for the Fighter.

What other wands should I pick up? (i do see the need for a few CLW potions, and some nifty stuff like bulls strength, enlarge, ect)

Also, my understanding of how the wands work is:

1.) if my fighter has a wand of CLW, he must let another party member who has CLW in his/her spell list cast it, or the fighter must take skill points in Use Magic Devise and then roll and make a DC 20, or the charge is lost.

thanks

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

The wand of Mage Armor will be less useful for the fighter, since Mage Armor provides an armor bonus to your fighter's AC, which does not stack with the bonus of actual armor. Assuming your fighter is already wearing armor, the +4 from the spell may not add anything.

Otherwise, your assumptions are correct regarding the CLW wand. Out of the 20 base classes, 9 can cast CLW, so odds are good someone can use your wand (who will be very thankful you have one).

I would strongly suggest considering weapons of each damage type, a ranged weapon, and maybe give thought to weapons made of special materials, such as cold iron, mithril, and alchemical silver. You might also consider oil of bless weapon. You may also want to look at the various alchemical items in the core rulebook and APG, such as alchemical fire, acid, holy water, smokesticks, tanglefoot bags, etcetera.

Painlord provided a great guide regarding just this very topic here. You may want to check it out and many of the other great guides he has on his profile.

Silver Crusade

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My personal list of items every single pathfinder should carry (strength permitting):

Ranged weapon. Longbow if possible, crossbow if not.

Alchemical fire. Always carry at least two vials.

Alternate damage types. Cold Iron or Silver Morningstar is a good choice.

A net. Even without be proficient, a ranged touch is pretty easy. And a net can shut a target town.

Air crystals. Extra breathing in water is *great*.

Smokesticks. Because if someone casts darkness, this lets you counter part of their schtick (if it has darkness, assume it will have rogue levels).

A small supply of potions and scrolls to buff your character (enlarge person, bull strength, etc).

A few items for other members of the party. Spares of any of the above are nice, but if you expect to have a wizard present, grab a scroll of fireball or something, and loan it to him.


Ok thanks

Qadira RPG Superstar 2010 Top 16

Welcome to Pathfinder Society, Nestor.

The rules for Use Magic Device are straight-forward. To activate a wand for which you know the command word, you need to roll a total of 20.

So, let's say your Fighter PC has a Charisma of 10, and you have 1 rank in Use Magic Device, which is not a class skill. You will have a +1 to your roll, so you will need to roll a 19 or 20 to trigger a cure light wounds. I would not recommend trying to use it in combat!

Also, note that you sort of jam your UMD if you ever roll a natural 1 when attempting to use the wand, and it won't work for you for at least the next 24 hours. So that's

  • roll a 1: jam
  • roll a 2 - 18: no effect, roll again
  • roll a 19 or 20: heal 1d8 + 1 hit points

It's still a nice thing to have with you. After your fighter gets gnawed on by gnolls, having a wand of cure light wounds means that you can contribute to your own healing, as opposed to making the party's healers fork out their own resources to re-attach your butt. (Indeed, I've seen cases where a cleric or bard has refused to use up their own resources to heal their fellows, so if you didn't have a wand of cure light wounds, they wouldn't heal you.

But if you're uncomfortable relying on the kindness of your colleagues, I'd recommend always keeping a handful of potions around, too.

Shadow Lodge

weapon blanches for arrows , bolts, or slingstones. ghost salt is a game changer vs the incopporeal

let me just say how awesome slings are for fighters. at the ranges for most combats they're fine, and you get to add your strength bonus in, making them do more average and more consistant damage than a longbow

potions of enlarge person are amazing for melee characters. buy them by the gallon and use them whenever space allows.

wands of clw. NEVER start a fight at less than full hp. potions are more expensive per shot. Keep one on you in case someone without healing needs to stabilize you asap.

Grand Lodge RPG Superstar 2012 Top 32

Impressive that you came up with the "wand of CLW even if you can't activate it" tactic all on your own! I had to be told. ;)

Another great low-cost item (standard for all my characters) is a potion of invigorate. I once got in a fist-fight with a yeti while suffering -6 STR/DEX due to exhaustion. Just sayin'. ;)

Shadow Lodge

Nestor wrote:
1.) if my fighter has a wand of CLW, he must let another party member who has CLW in his/her spell list cast it, or the fighter must take skill points in Use Magic Devise and then roll and make a DC 20, or the charge is lost.

Since no one else caught this I figured I'd point it out. The bolded part is in error.

CRB wrote:

Use a Wand, Staff, or Other Spell Trigger Item: Normally, to

use a wand, you must have the wand’s spell on your class
spell list. This use of the skill allows you to use a wand as
if you had a particular spell on your class spell list. Failing
the roll does not expend a charge.

If you don't make your UMD check of 20 you didn't activate the wand. If you don't activate the wand, you don't use a charge. So don't worry about failing (except if you roll a 1, then you can't use it for 24 hours).

Shadow Lodge

If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you.

So be careful with that wand until you have a +10 in umd


Great job with coming up with the wand trick. That's a very useful tactic which most new players don't pick up on. You can also get wands of other 1st-level spells you may want cast on you, such as Enlarge Person(but remember that your party members aren't required to activate them, so ask nicely!)

Another useful trick is spending 2 PP to get a 3rd level Potion. Unlike wands they can only be used once, but having a Potion of Cure Serious Wounds on your person can be a lifesaver if you need the extra healing, and quickly.

Likewise, a spellcaster can spend 2 PP to get a 4th level Scroll, which can be useful if a challenging encounter is going poorly... Note however, that if your caster level is lower than the scroll's, you will need to make a Caster Level check, so for every level below the scroll's there is a cumulative 5% chance of failing to activate it.

EDIT: Both the 3rd level potions and 4th level scrolls assume Wizard or Cleric casting(i.e., 3rd level with CL 5, 4th with CL7). An Inquisitor or Bard couldn't purchase a 4th level scroll because they would need to pay 4*10*25 = 1000 gp, not 4*7*25 = 700 gp for it.

Grand Lodge RPG Superstar 2012 Top 32

BigNorseWolf wrote:
If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you.

This is from beneath the "Activate Blindly" subheading, so using a known item (like a wand you bought) would not incur the risk of a mishap.

Shadow Lodge

Jiggy wrote:
BigNorseWolf wrote:
If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you.
This is from beneath the "Activate Blindly" subheading, so using a known item (like a wand you bought) would not incur the risk of a mishap.

so much for people needing to be competent

Andoran

BigNorseWolf wrote:
Jiggy wrote:
BigNorseWolf wrote:
If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you.
This is from beneath the "Activate Blindly" subheading, so using a known item (like a wand you bought) would not incur the risk of a mishap.
so much for people needing to be competent

Disagree. If your UMD is high enough (+19 or better), not only does rolling a 1 not lock up your wand, it still works for you.

That 1 is only a jam if it fails to activate the wand. UMD is still a skill check, so 1 is not an auto-fail.

Grand Lodge RPG Superstar 2012 Top 32

I don't understand how that's a reply to what you quoted, kinevon.

Qadira

Jiggy wrote:
I don't understand how that's a reply to what you quoted, kinevon.

he feels that you need a +19 UMD to fit the "needing to be competent" discription.

edited: and it looks like BNW feels you need to be +10 (so as not to fail by 10 or more) "...to be competent".

Andoran

Jiggy wrote:
I don't understand how that's a reply to what you quoted, kinevon.

I was pointing out that being very competent gives benefits, including not having to worry about jamming the wand.

Yes, you can "get by" with a +1 UMD, but you have only a 10% chance of activating the wand per try, and a 5% chance of not being able to use the wand for the rest of the day. On average, then, you would only get two cure lights (or what-have-you) out of your wand bfore you can just store it away for the rest of the scenario.

If, on the other hand, you can get your UMD skill up to +19, you not only get to use the wand every round, you never have to worry about not being able to use it for the rest of the scenario.

I don't have all the rules in front of me, but it probably isn't that hard to get the skill fairly high, if you want to.
Trait: Dangerously Curious (+1 Trait bonus, class skill)
Half-Elf: Skill Focus: UMD (+3)
Charisma class: 18 (+4)
Skill ranks: 1 (1st level) +1
Total, at first level: +12
Add items that increase Charisma (Headband of Alluring Charisma +2, etc.), and/or add a bonus to Charisma-based skills (Circlet of Persuasion, et al), and +19 comes into focus fairly easily.

Grand Lodge RPG Superstar 2012 Top 32

Okay, I follow now. Thanks. :)


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Pathfinder Modules Subscriber

Not all 100% consumbles but my list:

1. Spiked gauntlet! - Best 5gp ever. You are armed (for flanking) and threaten (for AOO) at all times.

2. Spring-loaded wrist sheath! - Second best 5gp ever. For characters not wearing bracers of armor. I put my wand of CLW in one. Other one can have: Smoke pellets, air crystals, dagger. Potions are a grey area (ask your GM).

3. Dagger(s) - Have at least one on. Quick easy ranged weapon. You can use it if you get grappled. You will have to punch a hole in something some day.

4. Good cheap scrolls to have around:
Air Bubble - 25gp
Alarm - 25gp
Comprehend Languages - 25gp
Unseen Servant - 25gp
Gravity Bow - 25gp
Obscuring Mist - 25gp
Protection from X - 25gp
Shield of Faith - 25gp
Fly - 375gp
Create Water - 12.5gp
Touch of the Sea - 25gp
Lesser Restoration - 150gp
Liberating command - 25gp

5. Other cool substances:
Liquid Ice - Like a cold damage alchemist's fire, and can freeze liquid.
Bladeguard - you will kick yourself the first time you see a rust monster and dont have this
Alkali flask - for oozes

Qadira RPG Superstar 2010 Top 16

kinevon, do you think it's realistic for a fighter to have an 18 Charisma, just to help activate a cure light wounds wand? With a choice of Race, Feat, and Trait to maximize the skill on top of that? Yes, if you add in items that a first-level fighter can't afford, a +19 is within reach.

Perhaps just taking a level in Ranger would be simpler.

Grand Lodge

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Don't forget smelling salts!

Andoran

1 person marked this as a favorite.

For Bladeguard, I tend to just go for Silversheen weapons, which act as silver and are immune to rust. YMMV.

Wand of Endure Elements (Welcome to the land of the Linnorm Kings, where you get to freeze your *** off)
Wand of Protection from Evil (If'n one of your allies gets dominated, this can be a life & party saver)

Potion of Fly
Potion of Invisibility
Potion of Gaseous Form
Potion of Darkvision

Oil of Bless Weapon
Oil of Magic Weapon

Holy Water
Alchemist's Fire
Acid
Alchemist's Cold

Weapon Blanching (especially Ghost Salt)

Bludgeoning weapon, slaskhing weapon, piercing weapon (isn't that the one without penalties underwater?)
Cold iron, silver, adamantine, ghost touch/salt

Masterwork manacles, if you plan on captures instead of all kills

Tanglefoot bags

Climbing kit
Healer's kit
Masterwork thieve's tools
Masterwork tools, as appropriate.

Andoran

Chris Mortika wrote:

kinevon, do you think it's realistic for a fighter to have an 18 Charisma, just to help activate a cure light wounds wand? With a choice of Race, Feat, and Trait to maximize the skill on top of that? Yes, if you add in items that a first-level fighter can't afford, a +19 is within reach.

Perhaps just taking a level in Ranger would be simpler.

Heh. I was thinking more for that Sorcerer in the party...

I was only trying to point out that making a very competent UMD character would be possible, fairly easily, not that anyone had to do so.

Although I might find it amusing to adventure with the Fighter who tanks and uses wands instead of weapons....

Shadow Lodge

Pathfinder Roleplaying Game Subscriber
sveden wrote:
Don't forget smelling salts!

First person besides myself that I've seen actually purchase this item. I like you.

Grand Lodge RPG Superstar 2012 Top 32

kinevon wrote:
For Bladeguard, I tend to just go for Silversheen weapons, which act as silver and are immune to rust. YMMV.

Problem is the obscure splatbook you'd have to buy to get it. ;)

Shadow Lodge

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Pathfinder Roleplaying Game Subscriber

Here's some lists I made up for a character of mine...

Mundane Gear:

Acid (1 flask) 10 gp, 1 lb. – 1d6 points of acid damage, splash weapon
Alchemical Grease 5 gp, 1 lb/15 – +5 bonus to Escape Artist, CMD to escape a grapple, lasts 4 hrs.
Alchemist’s Fire (1 flask) 20 gp, 1 lb.
Alchemist’s Lab, portable 75 gp, 20 lbs. – +1 circumstance bonus to Craft (alchemy) checks
Alkali Flask (1 flask) 15 gp, 1 lb/20 – like Acid flask, double damage against Oozes
Antiplague (vial) 50 gp, -- +5 alchemical bonus on Fort v. disease (1 hour) to prevent infection
Antitoxin (vial) 50 gp, -- +5 alchemical bonus on Fort v. poison (1 hour)
Arrow, Grappling 1 gp, ½ lbs – 30 ft range increment, has a rope attached to the end.
Bag, Waterproof .5 gp, ½ lb. – 10 rounds of immunity to water
Barrel (empty) 2 gp, 30 lbs – capacity: 10 cubic ft./650 lbs.
Barbed Vest 10 gp, 4 lbs – natural/unarmed attackers take 1 damage per hit (DC 15 reflex negates)
Bedroll .1 gp, 5 lbs
Bladeguard 40 gp – weapon immune to damage from oozes/rust monsters for 24 hrs
Blanket, Winter 5 gp, 3 lbs
Block and Tackle 5 gp, 5 lbs -- +5 circumstance bonus on Str to lift heavy objects
Bloodblock 25 gp -- +5 alchemical bonus on Heal checks for first aid, 10 doses
Bodybalm 25 gp -- +5 alchemical bonus on Heal checks for long term care, poison, disease
Book, Pathfinder Chronicle 50 gp, 1 lb -- +2 circumstance bonus on Knowledge XXXX
Book, Footprint Book 50 gp, 3 lbs -- +2 circumstance bonus to identify tracks
Bottle, Glass 2 gp, 1 lbs – capacity ½ pint, +1/5th lbs
Bucket (empty) .5 gp, 2 lbs – capacity 1 cubic ft. / 65 lbs
Butterfly net 5 gp, 2 lbs

Caltrops 1gp, 2 lbs – 5 foot square, +0 to hit, 1 damage, speed halved
Candle .01 gp
Case, Map or Scroll 1 gp, ½ lb
Chain (10 ft) 30 gp, 2 lbs -- hardness 10, 5 HP, burst: DC 26 Str
Chair, Folding 2 gp, 10 lbs – support 250 lbs.
Chalk (1 piece) .01 gp
Chalkboard 1 gp, 2 lbs
Charcoal .5 gp
Chest (empty, small) 2 gp, 25 lbs – capacity 2 cubic ft./200 lbs
Clothing, Cold-Weather Outfit 8 gp, 7 lbs - +5 circumstance v. Cold Weather
Clothing, Doctor’s Mask 50 gp, 2 lbs -- +1 circumstance v. airborne toxins/scent
Clothing, Doctor’s outfit 150 gp, 6 lbs -- +2 circumstance v. diseases
Clothing, Footwear, Cleats 5 gp, 2 lbs – reduce penalty for ice walking
Clothing, Footwear, Snowshoes 5 gp, 4 lbs – reduce penalty for snow walking
Clothing, Hot Weather Outfit 8 gp, 4 lbs -- +2 Fort v. Hot Weather
Compass 10 gp, ½ lbs -- +2 Survival to avoid being lost, +2 dungeoneering to navigate underground

Darkflare 1 gp – DC 15 Fort or loose darkvision for 1d10 rounds

Eyeglasses 5 gp

Firework, Skyrocket 50 gp, 1 lb/25 – 90 ft range, 2d6 fire damage, 10 ft. burst (DC 15 ref for ½)
Fishook .1 gp
Flag 10 gp, 3 lbs. – Flagbearer feat (CHA 15+): +1 attack, damage, saves against fear + charm
Flask (empty) .03 gp, 1 lbs
Flint and Steel 1 gp
Flotation Device 1 gp, 2 lbs - +1 circumstance bonus to Swim

Goggles, Smoked 10 gp -- +8 circumstance v. Visual attacks, -4 perception, opponents have concealment
Grenade, Fuse 100 gp – move action light, 2d6 bludgeoning, 1d6 fire in a 10 ft. burst (DC 15 ref for ½)

Herb/plant, Allnight 75 gp, -- eliminates fatigue for 8 hours and -2 skill checks, exhausted after
Herb/plant Garlic 1sp, 1 lb
Herb/plant, Shoanti barbarian chew 1 gp -- +1 round of rage, lasts 1 hour
Holy symbol, wooden 1 gp
Holy water ( 1 flask) 25 gp, 1 lb – 2d4 damage, splash weapon
Hourglass (1 hr) 25 gp, 1 lb
Hourglass (1 minute) 20 gp, ½ lb
Hourglass (1 round) 10 gp
Horn, signal

Ink (1 oz. vial) 8 gp
Inkpen .1 gp
Iron spike .05 gp, 1 lb

Jug, clay .03 gp, 9 lbs

Key, skeleton 85 gp – key can disable with a +10, one try, either works or never can
Kit, Disguise 50 gp, 8 lbs -- +2 disguise, 10 doses
Kit, Healer’s 50 gp, 1 lb-- +2 heal, 10 doses
Kite .1 gp, 1 lb

Ladder, folding (10 ft) 2 gp, 16 lbs – standard action to unfold
Liquid Ice (Flask) 40 gp, 2 lb/25 – 1d6 cold damage, splash weapon

Magnifying Glass 100 gp -- +2 circumstance appraise on small or detailed items
Manacles, masterwork 50 gp, 2 lbs – DC 35 escape artist, DC 28 Str, hardness 10, 10 HP
Map, Area 50 gp, 2 lbs -- +1 circumstance survival/knowledge dungeoneering to navigate that area
Marbles .1 gp, 2 lbs – 5 ft square, DC 10 reflex or fall prone
Mirror (small steel) 10 gp, ½ lb
Musical instrument, masterwork 100 gp, 3 lbs -- +2 circumstance to Perform

Paper (sheet) .4 gp
Parchment (sheet) .2 gp
Periscope 20 gp, 4 lbs – look around corners with diminutive bonus to stealth
Piton .1 gp, ½ lb
Plank, collapsible .4 gp, 10 lbs – hold 25lbs, 10 feet long. Standard to unfold
Pole (10 ft.) .05 gp, 8lbs.
Pole, Balancing 8 gp, 12 lbs -- +1 circumstance on Acro to balance
Powder (chalk) 1 cp, ½ lb

Ram, Portable 10 gp, 20 lbs -- +2 to Str to break open doors, allow another person to help (another +2)
Rope, hemp (50 ft.) 1 gp, 10 lbs—2 hp, DC23 burst
Rope, silk (50 ft.) 10 gp, 5 lbs. – 4 hp, DC 24 burst

Sack (empty) 1 sp, ½ lbs – capacity: 1 cubic ft./60 lbs
Scale, Merchant’s 2gp, 1 lb -- +2 appraise for items valued by weight
Sewing needle .5 gp
Sextant 500 gp, 2 lbs -- +4 survival to navigate above ground
Shield Sconce 1 gp, ½ lb – attach a torch to a shield!
Smelling Salts 25 gp – reroll against staggered condition, wake up dying PC. 12 doses
String (50 ft) .01 gp, ½ lb
Sunrod 2 gp, 1 lb – 30 ft. light radius, lasts 6 hrs
Swarmsuit 20 gp, 10 lbs – give you DR against small sized swarms

Tanglefoot Bag 50 gp, 4 lbs – thrown to entangle someone
Tent (pavilion) 100 gp, 50 lbs – 10 people, takes 90 minutes to assemble
Thunderstone 30 gp, 1 lb – 20 ft range, DC 15 or be deafened, -4 initiative, 20% verbal spell failure
Tool, Crowbar +2 str to open a door/chest
Tool, Grappling Hook
Tool, Masterwork 50 gp, 1 lb - +2 circumstance bonus on a related skill check
Tools, Masterwork Thieves 100 gp, 2 lbs - +2 disable device
Torch .01 gp, 1 lb
Torch, Everburning 110 gp, 1 lb
Trap, Bear 2 gp, 10 lbs. -- Perception: 15, DD: 20, +10 melee 2d6+3 dmg, halve base speed

Waterskin 1 gp, 4 lbs – capacity ½ gallon, 4 lbs
Whetstone .02 cp, 1 lbs – spend 15 minutes to get a +1 dmg on your first hit, nonmagic only

Scrolls and Wands:

Wands.
Lvl 1: CLW, Enlarge Person, Grease, Infernal Healing (Lesser), Mage Armor, Reduce Person, Protection from Evil, Shield, Unseen Servant, Vanish (maybe)
Lvl 2: Invisibility, Knock, Align Weapon
Scrolls:
Level 1: Abundant Ammunition, Air Bubble, Ant Haul, Lead Blades
Level 2: Lesser Restoration, PFEvil (Communal), Shield Other
Level 3: Resist Energy (Communal), Haste
Level 5: Breath of Life

Qadira

Walter Sheppard wrote:
sveden wrote:
Don't forget smelling salts!
First person besides myself that I've seen actually purchase this item. I like you.

ha! at tier 8-9 my 7th level rogue used smelling salts on the healer, so that she could channel and bring herself and 3 other players back from bleeding out. I figure buying smelling salts saved the party.

RPG Superstar 2008 Top 16

A potion of mage armor can be surprisingly handy for fighter-types. When you run into shadows, wraiths or other "incorporeal touch attack" beasties, the potion may be the only thing bumping your AC. Also, if you're attacked while resting, a potion goes down much faster than armor goes on.

Another potion my fighter-types carry is protection from evil. Not only can it give an AC boost in some situations, it can make you resistant to some summoned beasties and impervious to mind control enchantments. It's not uncommon for fights to happen back-to-back wuith only a round or two between, so don't force your party's cleric or mage to do all the buffing: Buff yourself when time allows.

Fear effects are commonplace but few clerics carry remove fear. Carry it as an oil and keep yourself in the fight, or use it to bring your frightened party members back into the battle.

Touch of the sea, spider climb, and invisibility are among the cheapest "get out of dodge" magics, enabling you to escape ugly situations (or bring the ugly to your foes!).

Andoran

Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber

Hmmm, This is actually a Post I would not have flagged for moving.

Because of some uniqueness in PFS and Crafting rules, advice on Consumables can be very specific for PFS.

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