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Multiclass Archetypes XI: Resurgence


Homebrew

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Callum wrote:

There's some impressive work here!

One of my players would really like to run a druid/paladin. Ultimately, he'd want to use bits of the stonelord and menhir savant archetypes, making a menhir-lord, but I wonder if it would make sense to start with a combination of the base classes?

Just posted this over in your other thread, Callum.

How about this? Called it the Druadin for now, but you can rename it however you want.

DRUADIN (For lack of a better name):

Alignment: Lawful good, neutral good, lawful neutral.
Hit Dice: d8.
Parent Classes: Druid (menhir savant) and Paladin (stonelord).
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The druadin's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int.

Class Skills
All of the following are class features of the druadin.

Weapon and Armor Proficiency: The druadin is proficient with all simple weapons and her deity’s favored weapon. She is also proficient with light and medium armor, and with shields (except tower shields).

Spell Casting (Divine): A druadin casts divine spells drawn from the druid and paladin spell lists. Only druid spells of 6th level and lower and paladin spells are considered to be part of the druadin spell list. If a spell appears on both the druid and paladin spell lists, the druadin uses the lower of the two spell levels listed for the spell. For instance, lesser restoration is a 2nd-level druid spell and a 1st-level paladin spell, making it a 1st-level druadin spell. Likewise, dispel magic is a 4th-level druid spell and a 3rd-level ranger spell, making it a 3rd-level druadin spell. The druadin can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a druadin must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a druadin's spell is 10 + the spell's level + the druadin's Wisdom modifier.

A druadin cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
To prepare or cast a spell, a druadin must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a druadin's spell is 10 + the spell's level + the druadin's Wisdom modifier.

Like other spellcasters, a druadin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druadin. In addition, she receives bonus spells per day if she has a high Wisdom score.

A druadin must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druadin may prepare and cast any spell on the druid or paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells: A druadin can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Domain: At 1st level, a druadin forms a close bond with the natural world, granting the druadin one of the following cleric domains: Earth, Protection, or Strength. Druadins also have access to a set of Terrain Domains. When determining the powers and bonus spells granted by this domain, the druadin's effective dleric level is equal to her druadin level. A druadin also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

Orisons: Druadins can prepare a number of orisons, or 0-level spells, as noted on Table: Druadin. These spells are cast like any other spell, but are not expended when cast and can be used again.
Spirit Sense (Sp): At 1st level, a druadin can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druadin detects all of these creatures rather than trying to detect one kind.

Stonestrike (Su): Once per day per level, a druadin can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her druadin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter.

Heartstone (Ex): At 2nd level, a druadin's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her druadin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure.

Place Magic (Su): At 2nd level, a druadin learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.

Stoneblood (Ex): At 3rd level, a druadin's vitals begin to calcify and her blood transforms into liquid stone. She adds her druadin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.
At 9th level, this chance increases to 50% and she becomes immune to petrification.

At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects.

Defensive Stance (Ex): At 4th level, a druadin gains the defensive stance ability, as a stalwart defender, and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her druadin levels when determining the total number of rounds that she can maintain her defensive stance per day. A druadin does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

Stone Servant (Su): At 5th level, a druadin may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is of the same alignment as the druadin, and it increases in size as the druadin gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. It also gains either the celestial template (lawful good, neutral good) or the resolute template (lawful good or lawful neutral), according to the druadin’s alignment.

Earth Form (Sp): At 7th level, a druadin gains the ability to turn herself into any Small elemental and back again once per day. This ability functions like the elemental body I spell, except as noted here. The effect lasts for 1 hour per druadin level, or until she changes back. Changing form (to elemental or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an earth elemental the druadin is familiar with.
A druadin can use this ability an additional time per day at 11th level and 19th level. As a druadin gains in levels, this ability allows the druadin to take on the form of larger elementals. Each form expends one daily usage of this ability, regardless of the form taken.

At 9th level, a druadin can use earth form to change into a Medium elemental. When taking the form of an elemental, the druadin's earth form now functions as elemental body II.

At 11th level, a druadin can use earth form to change into a Large elemental. When taking the form of an elemental, the druadin's earth form now functions as elemental body III.

At 13th level, a druadin can use earth form to change into a Huge elemental. When taking the form of an elemental, the druadin's earth form now functions as elemental body IV.

Stonebane (Su): At 11th level, when using stonestrike, a druadin's attack gains the bane weapon special ability against creatures with the earth subtype and constructs or objects made of earth or stone. This ability only functions while the druadin wields the weapon imbued with her stonestrike ability.

Greater Stonebane (Su): At 17th level, whenever a druadin uses her stonebane ability, the amount of bonus damage dealt by the weapon against creatures of the earth subtype and constructs or objects made of earth or stone increases to 4d6.

Stone Body (Ex): At 20th level, a druadin's body transforms into living stone. She no longer needs to eat, drink, breathe, or sleep, and she becomes immune to paralysis, poison, and stunning. She is also no longer subject to critical hits or precision-based damage.

Table: Druadin
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0th 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Domain, orisons, spirit sense, stonestrike 3 1 — — — — —
2nd +1 +3 +0 +3 Heart stone +1, place magic 4 2 — — — — —
3rd +2 +3 +1 +3 Stone blood (25%) 4 3 — — — — —
4th +3 +4 +1 +4 Defensive stance 4 3 1 — — — —
5th +3 +4 +1 +4 Stone servant 4 4 2 — — — —
6th +4 +5 +2 +5 Heart stone +2 5 4 3 — — — —
7th +5 +5 +2 +5 Earth form 1/day 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Defensive stance 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Stone blood (50%) 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Heart stone +3 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stonebane 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Defensive stance 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Earth form 2/day 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Heart stone +4 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Stone blood (75%) 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Defensive stance 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Greater stonebane 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Heart stone +5 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Earth form 3/day 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Defensive stance, stone body 5 5 5 5 5 5 5


1 person marked this as a favorite.

After some more work, and clean up, I present to you The Psybolt 1.5! Ignore the 2.0 on the Doc page, it's their solely to make me feel better about the work. I will be making some more edits and additions later on tonight, I just wanted to post the new Doc page before I left for work.

Elghinn Lightbringer wrote:
*Spoiler Ommited*

I love the work, one of my friends that stalks the fourms mentioned your post to me, so I wanted to check it out. He will be trying that at our game tonight.

Tyrannical wrote:
Quoting to show my progress so far, and to see what your thoughts are.

- EK

P.S. Sorry for all the posting lately, I've been on a writers block sort of thing, having limited inspiration and thoughts from time to time. Hopefully next time I post the Doc, it will be complete; as always comment and tear my work apart!


The Eternal King wrote:


I love the work, one of my friends that stalks the fourms mentioned your post to me, so I wanted to check it out. He will be trying that at our game tonight.

Let me know how it goes. Someone in another thread thinks the defensive stance + earth form is a bit OP. I don't think it it is. But if its a bit OP, then is it really worse than a full class paladin?


Elghinn Lightbringer wrote:
The Eternal King wrote:

Let me know how it goes. Someone in another thread thinks the defensive stance + earth form is a bit OP. I don't think it it is. But if its a bit OP, then is it really worse than a full class paladin?

It went over quiet well, he had a running joke about becoming the Mountian. "By the power of Val'Roth (A deity of stone, protection, and fetility in our homebrew), I become the stone that shall never fall!" The ability combo was a bit overwhelming sometimes but otherwise managable for our DM. (Never fight Lava elementals bare handed)

On a side; (For all) I'd like some feedback on an ability for the Psybolts Shooting Star Path.

A Shooting Star Psybolt may empower her weapons (manifest only, throwing weapon form) with an ability similar to Power Attack. At later levels (5th?) she may spend two points of focus to increase the damage by one step for her first attack that round. She suffers an additional-2 penalty on attacks made this round.

Possibly some kind of ability that allows her to "charge it with energy" instead, causing it to deal additonal damage equal to Cha maod and splash damage at later levels?


Elghinn Lightbringer wrote:
Callum wrote:

There's some impressive work here!

One of my players would really like to run a druid/paladin. Ultimately, he'd want to use bits of the stonelord and menhir savant archetypes, making a menhir-lord, but I wonder if it would make sense to start with a combination of the base classes?

Just posted this over in your other thread, Callum.

How about this? Called it the Druadin for now, but you can rename it however you want.

** spoiler omitted **...

I like the look of this so far, El, but I'm curious how you justify level 6 spellcasting compared to basic paladin level 4 spellcasting?

Also, I think the focus on stone might be a little restrictive, perhaps the class could also be useful against constructs, plant creatures and fey that are made or earth, stone, and plant matter?


Is there an easily searchable database of multicalss archetypes? The wiki seems to be down and all the pages I've looked at listing them seem to be incomplete. I'm not sure if the pdfs are complete or not, the only one I've checked so far doesn't seem to have bookmarks or any sort of index.


I've been using the Google Docs folder: https://drive.google.com/drive/folders/0B6rEhy7kuV93Y1F3ckpfMjNLYWM

Coupled with an archived shot of the Wiki list: http://web.archive.org/web/20160312152625/http://mcarchetype.wikispaces.com /Multiclass+Archetypes+Alphabetized+List/


Tyrannical wrote:

I like the look of this so far, El, but I'm curious how you justify level 6 spellcasting compared to basic paladin level 4 spellcasting?

Also, I think the focus on stone might be a little restrictive, perhaps the class could also be useful against constructs, plant creatures and fey that are made or earth, stone, and plant matter?

It's 6th level spell casting because its a d8, 3/4 BAB Hybrid. Just like the War Priest. It also loses its heavy armor.

I also have alternative abilities for the hybrid here.

If someone wants to expand it to include other critters then they are more than welcome to.


Da Beast wrote:
Is there an easily searchable database of multicalss archetypes? The wiki seems to be down and all the pages I've looked at listing them seem to be incomplete. I'm not sure if the pdfs are complete or not, the only one I've checked so far doesn't seem to have bookmarks or any sort of index.

If you go to the Pathfinder Community MCA file dump, and click on Open MCArchetypes Pages link at the bottom of the window, it'll open the whole MCArchetypes files list from the old site in Google Docs. Then you can click on Name arrow to organize them alphabetically and search for what you want that way. Open the file, but its all in html format I'm afraid.

The pdfs should have everything, just need to know the primary class when searching for a particular MCA.


Elghinn Lightbringer wrote:

If you go to the Pathfinder Community MCA file dump, and click on Open MCArchetypes Pages link at the bottom of the window, it'll open the whole MCArchetypes files list from the old site in Google Docs. Then you can click on Name arrow to organize them alphabetically and search for what you want that way. Open the file, but its all in html format I'm afraid.

The pdfs should have everything, just need to know the primary class when searching for a particular MCA.

I'm not finding the link you mentioned, the scroll of files ends at "Multiclass Adept.html" and the actual bottom of the page just has "Sign in|Recent Site Activity|Report Abuse|Print Page|Powered By Google Sites". I guess I should mention I'm looking for a specific rogue/sorcerer hybrid that gained sixth level spellcasting, a delayed bloodline ability and sneak attack progression, and some bonus abilities to complement illusions.


Da Beast wrote:
I'm not finding the link you mentioned, the scroll of files ends at "Multiclass Adept.html" and the actual bottom of the page just has "Sign in|Recent Site Activity|Report Abuse|Print Page|Powered By Google Sites". I guess I should mention I'm looking for a specific rogue/sorcerer hybrid that gained sixth level spellcasting, a delayed bloodline ability and sneak attack progression, and some bonus abilities to complement illusions.

Maybe Eldritch Trickster?


Da Beast wrote:
I'm not finding the link you mentioned, the scroll of files ends at "Multiclass Adept.html" and the actual bottom of the page just has "Sign in|Recent Site Activity|Report Abuse|Print Page|Powered By Google Sites". I guess I should mention I'm looking for a specific rogue/sorcerer hybrid that gained sixth level spellcasting, a delayed bloodline ability and sneak attack progression, and some bonus abilities to complement illusions.

Yeah, looks like you ahve to be signed in to get the google docs link.

Try this Here

Might be the Eldritch Trickster.


Elghinn Lightbringer wrote:


If you go to the Pathfinder Community MCA file dump, and click on Open MCArchetypes Pages link at the bottom of the window, it'll open the whole MCArchetypes files list from the old site in Google Docs. Then you can click on Name arrow to organize them alphabetically and search for what you want that way. Open the file, but its all in html format I'm afraid.

The pdfs should have everything, just need to know the primary class when searching for a particular MCA.

I am so happy to have stumbled across this. I had saved a lot of the classes that I had been particularly interested in, but when the Wiki went down I had been devastated. This just made my day.


I cast a 9th level Maximized and Empowered raise thread spell; (Although this isn't really a necro, more a breath of life)

I will be returning to the thread with the finished Psybolt hopefully by the end of the month, life just sorta picked up and hit me like a raging behemoth.


Just posting an update.

I've posted a new thread!


Multiclass Archetypes Announcement - Wiki Reborn

The express purpose is to announce the old MCA wiki's rebirth at the PF Community site, and to update people on the process. Currently, info is being uploaded bits at a time.

Enjoy!


Sorry about being around less nowadays, final semester of uni, lots of work to cram in, little time for hobbies!

Glad to see that the community wiki is progressing nicely! I've still got the notes from this thread and last to post up when I can :)

Grand Lodge

Glad you were able to get the wiki back up and running, I will take a look.


Phew, guys you are hard to find, now, this post may not be on topic, but i have a proposition: can any of the admins(or MCA team members, or how you call yourselfes?) create a thread dedicated to players and GM's campaigns that use your archetypes in their games. This can be something like:

MCA-campaigns: fimd your game

I whould have posted one like it here, but i feel it whould be more legitimate and attracting if the MCA team created the thread, thanks for reading this.


Uhh, guys, as a critique, i want to point out that the evolutionary mutagen and wild mutagen discoveries are very weak, they are so weak, that getting them makes your mutagen actively worse.


Bohdan Maksymenko wrote:
Uhh, guys, as a critique, i want to point out that the evolutionary mutagen and wild mutagen discoveries are very weak, they are so weak, that getting them makes your mutagen actively worse.

I don't know what you're on about.

Wild Mutagen makes it weaker, but gives you additional options making it function as a shorter version of the Druid's wildshape. Having class features from multiple classes is kind of what hybrid AT's are all about, aren't they?

And Evolutionary Mutagen is all about having options. It doesn't give the Beastbrewer the same RRR STATS, RRRR NATURAL ARMOR combat power, but it DOES turn the Mutagen into a VERY versatile buff system for the Eidolon.

The Sickened debuff lasts for 1d4 rounds on an ability that lasts for 10 minutes per level. Even at first level that's 2% of the mutagen's duration, tops.

Having played a variant Bard that grants Evo points instead of Inspire Courage, I've seen just how effective being able to add evolutions onto something can be, even if it's only 1 point.

Just the +8 bonus to any skill alone is incredibly useful.

Both options are about sacrificing power for versatility.


Bohdan and Von, I have created a thread for MCA discussion as per Bohdan's suggestion. If you would be so kind as to copy/paste your discussion here to the new thread as an opening discussion, that would be great!

MCA Campaign Discussion Thread


Moving this over here.

Bohdan Maksymenko wrote:

I'll just throw this idea here, thank you.

How about crafting MCAs with the occult classes?
Azten wrote:
Occultist/Paladin sounds awesome to me,
Bohdan Maksymenko wrote:
I whould like Psychic/Alchemist or a Psychic/Magus.
Azten wrote:

Pyschic/Rogue: Mind Thief

Psychic/Paladin: Mental Bulwark

Occultist/Wizard: Trinket Mage


Brawler/Rogue: Street Boxer, a student of underhanded fistfighting techniques. I came up with this idea when I tried a 2-class gestalt of Rogue (with the Scout archetype) and Brawler as a kind of "locomotive fist" build.


Hey guys,

Sorry for the long absence, it's been a wild ride for me this year balancing education and work, but I'm glad things have been progressing a little, MCAs have always been a fun project for me.

I probably missed the spike in activity but I've got some old classes from the backburner I've been meaning to work on, and I'm looking forward to working on other people's proposals too. :)


Hi, I'm new to the thread and don't post much on the overall community, but I love the work that's been done.

I'm most interested in a Rogue/Druid (or possibly Druid/Rogue). I've read the Crow Druid and Blackthorn MCAs and I like them a lot, but they don't *quite* fit the concept I'm going for. The description of the Blackthorn is like what I'm thinking of, except I think a nature's agent that thrives on stealth and subtlety should excel at traps and turning the existing environment to his advantage. In short, I'd want trapsense and trapfinding and an animal companion that can flank.

I went over the class features that I can/can't live without, and there's more rogue ones that I'd want to keep while some Druid ones that I could lose (Venom Immunity, A Thousand Faces, Timeless Body, Resist Nature's Lure) or accept some nerfing - Wild Shape could be limited to smaller creatures that aren't necessarily combat powerhouses, and Nature Bond could be limited to animal companion only, as long as it's not *too* small. So Rogue as Primal Class, Druid as Secondary...

Would that be workable?


Hi Revenge!

Typically when a certain class combination has been done before, we only use it again where a concept is different enough to warrant there being two of the same hybrid. So if your concept is different enough to the Crow Druid or Blackthorn, we would be able to work with it.

That being said, I do believe that Ninja/Druid has yet to be taken, so if you'd like to use that as a basis for your class then it's all yours. Otherwise, we can have a look at what you've got and see what we can do with it :)


Hello, I am pretty new to this community as well. I had a question pertaining to standard Multiclassing with these Archetypes.

Primarily, is it legal to multiclass between two classes while one of them (or even perhaps both) has a Multiclass Archetype with the secondary class being the other class levels taken? And would any shared or similar class features overlap or stack (or other)? For instance, a Heritage Overlord (Bloodrager/Sorcerer) and a base Sorcerer, is this legal? Would the class feature they share (Bloodlines) stack with one another, or would they overlap (and would each class need to select the same bloodline, presuming it was not traded out with an archetype)?

Presuming the above is not legal, what about Multiclassing two classes with Multiclass Archetypes that both have the same Secondary class (for instance, a Heritage Overlord (Bloodrager/Sorcerer) and a Heartbeat Assailant (Brawler/Sorcerer) )?

Thanks in advance for any replies, and good job to all the creators of this content, many of these archetypes concepts are quite amazing and it is great to see what kind of characters one could make with them!


TC X0 Lt 0X wrote:

Hello, I am pretty new to this community as well. I had a question pertaining to standard Multiclassing with these Archetypes.

Primarily, is it legal to multiclass between two classes while one of them (or even perhaps both) has a Multiclass Archetype with the secondary class being the other class levels taken? And would any shared or similar class features overlap or stack (or other)? For instance, a Heritage Overlord (Bloodrager/Sorcerer) and a base Sorcerer, is this legal? Would the class feature they share (Bloodlines) stack with one another, or would they overlap (and would each class need to select the same bloodline, presuming it was not traded out with an archetype)?

Presuming the above is not legal, what about Multiclassing two classes with Multiclass Archetypes that both have the same Secondary class (for instance, a Heritage Overlord (Bloodrager/Sorcerer) and a Heartbeat Assailant (Brawler/Sorcerer) )?

Thanks in advance for any replies, and good job to all the creators of this content, many of these archetypes concepts are quite amazing and it is great to see what kind of characters one could make with them!

We came to a similar impasse when Hybrid classes were first introduced, and we came to the conclusion than if both classes share the same ability it would stack (such as bloodline abilities).

By nature, Multiclass Archetypes weren't designed to be used with other classes, they were made to address the problems faced when multiclassing normally, such as lower stats, fewer impactful abilities and collision of mechanics.

I'd ask your DM first, and if they greenlight it, go for it.

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