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Kirth Gersen's page

24,447 posts (25,262 including aliases). 8 reviews. No lists. 1 wishlist. 13 aliases.


1 to 50 of 24,447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

M Goblin Beer Snob 1/Freethinker 3

There comes the sound of breaking glass as Korynne's potion hits a rock somewhere.

Meanwhile, Jym takes advantage of the brief appearance of some light in order to target his cantrip.

Intuition save: 1d20 + 5 ⇒ (6) + 5 = 11 Failure!

The drowned cleric's brain must actually be as far gone as it seems. The stupid creature begins shambling towards the broken door, eager to eat the "baby" there.
It will take the creature 1 round to reach that door, and another round to see that the closet is empty. Nice going, Jym!

M Goblin Beer Snob 1/Freethinker 3

Jym: The other six zombies went out the two doors to the east, and are presumably wandering the tunnels looking for more people to bite.
Korynne: The zombie cleric will always go last. You can roll 1d20+Str to hit AC 8 (-5 Dex, -1 size, +0 natural, +4 cover) to land the potion in the pool.

Fergie wrote:
I can easily build a fighter with a good diplomacy and/or sense motive skill, who has a good AC, and can do well with a melee and ranged weapon, and still have feats to spare. But he won't be competing with Falchion Fred in the DPR contest, so many people would consider that unplayable...

Yes, you can tank the one thing you do well in order to do something else half-assed. Then the higher-tier classes can generally do them both, better then you can do either one. At least Falchion Fred has something he's good at!

M Goblin Beer Snob 1/Freethinker 3

Saw it, but just don't know how I can help you, Mr. Music-Making Minstrel Man! Play a sorcerer and take Silent Spell? Cast the spell in the open, then run away and dodge zombies in the halls until you find another hiding place?

Seriously, though, against the totally mindless zombies, even if you jumped out and cast it, half of them would probably fall for it anyway, and go chase the ghost sound, even if you weren't at all stealthy about it. However, the totally mindless zombies already wandered off. All you've got left in the room is this vaguely-remembers-being-a-cleric zombie, who probably won't get duped by a cantrip anyway.

The tiers are meant to be descriptive, not prescriptive. They don't tell you how to play, just what to expect if you do play and people don't pull their punches or otherwise fall all over themselves to not use their own abilities.

M Goblin Beer Snob 1/Freethinker 3
Korynne wrote:
Can I make out any rough shapes in the darkness? Or is it pitch black? Is there anything actually stored in this closet?

It is pitch black. If this were Zork, you'd likely be eaten by a grue.

A very thorough search of the closet turned up 1 coin, covered in verdegris from the damp and age; your nose tells you it's copper. Other than that and a lot of mildew, it was empty.

I find the game is a lot more fun if everyone's characters cooperate, instead of trying to kill each other.

After you've been playing 10+ years, you can maybe try something experimental like having player characters being enemies. Until then, though, I'd stay away from that.

M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
"Auggh! My s-skin, it's rotting! The putrid s-stench of death fills me. Zuoken s-shield me from s-such foulness." Gwl dives and scrubs at his skin in the salty water.

Sheesh, what a sissy. All that over 1 point of damage!

Just kidding. Gwl of all people has good reason to be sensitive about his skin!

M Goblin Beer Snob 1/Freethinker 3

The drowned man in the priest's robes wails as Gwl breaks the surface and speaks. A ripple of dark energy burst from him, and you feel your flesh start to decay.

Channel negative energy (DC 12 Will half): 1d6 ⇒ 2

Jym and Korynne, behind cover, are mercifully spared the effects.

M Goblin Beer Snob 1/Freethinker 3

He's yelling, "Woooaaaaaahwhaaaahoooaaaaaa! Unghwaaaaaaawaaaaaa! Waaaaa!" You're pretty sure he's trying to say something coherent, but there's not enough of his brain left to manage it, so it just comes out as mindless bellowing. He's yelling it at the pool that Gwl and Uro dive into, as if it will make them come back (although, if that's his intent, it's obviously not working).

5 people marked this as a favorite.

I killed the thread!

Also, for the record, that should have been "ASL," not "ALS." Sign language, good; Lou Gehrig's disease, bad.

M Goblin Beer Snob 1/Freethinker 3

The zombies continue to mill about aimlessly. They stay in the room for a while, but still won't enter the water. After what seems like an eternity, most of them wander off, although the one in the priest robes keeps yelling at the pool.

JYM - Knowledge: Planes is correct. Casting a spell silently falls under the purview of the Silent Spell feat; also, you can't do it because as a minstrel you need to sing or play an instrument to activate a spell or inspiration.

URO & GWL - Once out of the water, Uro can attempt a DC 21 Endurance check for ferocity to regain consciousness for 1 round. That's long enough for him to Take a Breather again (the tunnels count as a separate encounter from the zombies). That would be enough for him to stand up and walk, at least, with 4 hp (exhausted). After that, a successful DC 30 Endurance check to ignore exhaustion would allow him to rage... although if Gwl could somehow heal him well enough to restore just 1 more hp, he'd have 5 hp (fatigued) and the Endurance check to ignore that and rage would be only DC 20. From above, raging, he could clear the rocks, with Gwl's assistance, in 1 round.

1 person marked this as a favorite.
CBDunkerson wrote:
It's a war crime under protocol I of the Geneva Conventions to shoot someone descending via parachute... unless they are paratroopers. Then it's perfectly legal.
Geneva Conventions, Protocol I, Art. 42 wrote:

Article 42 -- Occupants of aircraft

1. No person parachuting from an aircraft in distress shall be made the object of attack during his descent.

2. Upon reaching the ground in territory controlled by an adverse Party, a person who has parachuted from an aircraft in distress shall be given an opportunity to surrender before being made the object of attack, unless it is apparent that he is engaging in a hostile act.

3. Airborne troops are not protected by this Article.

In other words, as soon as he hits the ground, he's fair game to shoot, as long as you can make the case that he is "engaging in a hostile act." Even if not, if you demand that he surrender and he doesn't, you can shoot him then, too.

SquirrelyOgre wrote:
(1) Kirth developed his own version of Pathfinder. (2) It's my impression he dislikes Pathfinder (3) and its developers in general, and so made his own, rewritten version. (4) For a while he hosted it on here on their own forums. I don't know if that's still true.

(1) That's true, as far as it goes.

(2) I dislike that Pathfinder exacerbated, rather than fixed, most of the really glaring problems in 3.5.
(3) Completely false. Personal animosity doesn't enter into anything. I like the developers personally; I'm a big fan of almost everything James Jacobs and Erik Mona have done; and I don't see how "Billy once fell off his bike" can possibly translate to "I dislike Billy."
(4) TOZ linked the Beta playtest in one of the Homebrew threads, and it's still up. I wouldn't go so far as to call that "hosting."

The Sword wrote:

I have said in a lot of cases hard line optimisers are driven to be be that way by DMs making encounters too difficult.

In the games we play spell casters don't dominate. I don't know why, I just think they tend to use their magic to assist the group rather than just themselves. Haste usually comes before attacking spells and fly is cast on the fighter as often as the wizard.

That said, I do have a real problem when players use the multitude of combinations to get a spell DC that monsters can only pass on a 19 or 20; or an AC which is 10 higher than the next best PC; or saves that are 5 better across the board than the next best PC; or to hit bonuses that mean most monsters are hit on a 3+. That destroys meaningful encounter building for me and I'd rather not bother writing adventures for those people. Luckily I don't have to, as the the group doesn't play that way.

I've often pointed this out, but it always seems to get lost: Paizo has verbally committed to supporting the entire range of playstyles, and often say "There is no one right way to play" to reinforce that message.

What you're describing above is a single playstyle that suits your group. Other groups have different preferences along the beer n' pretzels vs. ultra-optimized apocalypse spectrum. Some people (like me) actually enjoy playing all across the spectrum, at different times.

The game rules, as published, only support a fraction of the spectrum. That happens to be the portion you're most comfortable in, so of course it's no skin off your nose, but for others it's a real problem. It also represents something of a misalignment of mission statement vs. results.

The fact of the matter is that more balanced options support a wider range of playstyles than do seriously imbalanced ones. (Again, when I say "balanced," I don't mean "the same," I mean, "different, but equally effective in a different way.") By producing a better balanced game, Paizo would support your group, and the ultracasual group, and the hardcore optimizer group, and the people like me (who enjoy them all, and like to switch off) equally. By failing to do so, they reduce the fan base proportionately. (Granted, if they're happy with the market share they have and project that they'll have in 5 years, they can settle for that, but in that case they should really adjust the mission statement accordingly: "Pathfinder: The Gentleman Non-Optimizer's Game!")

Wheldrake wrote:
Are you thinking of Arya Stark's weapon master in Game of Thrones?

Miyamoto Musashi. Philistine!

The Sword wrote:
We allow traits, favoured class options, alternate racial traits, archetypes, expanded equipment, splat book feats, companion guides and magic items to allow players to customise their characters not to allow them to create abominations that waltz through encounters.

So, what you're saying is that you ban the wizard, cleric, and druid? Because it's their insane power that curbstomps encounters, not the guy using a greataxe instead of a greatclub.

1 person marked this as a favorite.
Laiho Vanallo wrote:

Once again, really it boils down to what kind of game you are playing.

Dare I adventure saying that mechanically, yeah a lot of weapons are inferior when you compare them to other ones.

Now imagine the weapons were more or less equal, with equal investment. Not the same -- some would have a bigger crit range, others do more base damage, others have fun properties like trip or whatever -- but more or less even.

In that case, it wouldn't matter what kind of game you were playing. The person who wanted a swordcane could select that, without that choice gimping his character. The hard-line optimizer that The Sword so hates and despises would have no obviously superior choice, so he'd have to go for something that fit the character/story. Everyone wins.

Having some options be blatantly better than others (again, given the same investment), is a potential impediment to choosing something thematic but incredibly sub-par, and serves to fuel the "by the numbers" character creation that makes people like The Sword froth at the mouth. It serves no purpose other than, ultimately, to divide the community.

M Goblin Beer Snob 1/Freethinker 3

Meanwhile, Korynne, groping in the closet, is disappointed.

M Goblin Beer Snob 1/Freethinker 3

Uro, at home in the darkness, can swim 10 ft. as a move action on a DC 10 Swim check. Even fatigued (assuming you don't want to waste rage on this), he can manage that on a 5 or better (+6 skill bonus, -1 fatigue penalty). He can do this for 8 rounds without a problem; thereafter, he'll need to start making Endurance checks (DC 10, then 11, then 12, etc.; for simplicity, call it DC 10 and then just subtract 1 from the check each round) or start to drown. For a 60-ft. pool with 70 ft. of tunnels, and then 20 ft. to the surface, that's 150 ft., or 15 rounds total, assuming no failed checks.

Assuming the dice roller function works the same for me as it would for Uro, I'll do a quick cut-paste and then tally the results:

Swimming: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (13) + 5 = 18

Endurance: 1d20 + 7 ⇒ (17) + 7 = 241d20 + 6 ⇒ (16) + 6 = 221d20 + 5 ⇒ (5) + 5 = 101d20 + 4 ⇒ (19) + 4 = 231d20 + 3 ⇒ (20) + 3 = 231d20 + 2 ⇒ (15) + 2 = 171d20 + 1 ⇒ (17) + 1 = 18

Continue Swimming, assuming successes: 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (4) + 5 = 9

Uro fails only one of the initial Swim checks and two of the subsequent ones, adding 3 rounds to the series of Endurance checks (luckily, he hasn't failed any of those so far).

1d20 + 0 ⇒ (1) + 0 = 11d20 - 1 ⇒ (1) - 1 = 01d20 - 2 ⇒ (16) - 2 = 14
1d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (7) + 5 = 12

On the 3rd to last round, with the top of the bay in sight, the mighty orc's endurance is spent, and he begins breathing water (0 hp). Gwlybwr, able to see, drags him the remaining 20 ft. the next round (dying), pulling him above water just before he dies (normally on the 3rd round). Holding Uro's head above water, Gwlybwr swims to shore and deposits the orc on the beach. Uro automatically stabilizes, thanks to his Diehard feat, so he's still at -1 hp when they reach the shore.

Damn, that cut it awfully close!

1 person marked this as a favorite.

I have to admit, no one has ever called me "cis" in person. When I attend a party thrown by gay friends, I have been called the "token straight guy," and stuff like that -- usually in a friendly, joking manner -- but that's a far cry from what some of the {cis, straight} people here seem to be complaining about.

2 people marked this as a favorite.
The Sword wrote:
And there is my biggest problem with the optimisation... People who see the rules as being something separate and divorced from the campaign or setting. 'I'll design my character to fit the mechanics I choose' and screw the story.

Blame the game rules, not the player. Let's say the story and the setting insist on me being really cool, and having sunglasses. Paizo probably has a Shades Dude archetype for that, with the following ability:

Ultimate Awsome wrote:
Cool sunglasses (Ex): You own a pair of cool sunglasses. This replaces all of your spellcasting ability, and reduces all class Hit Dice to d4s.

Now, sunglasses in real life provide retinal protection from UV rays, but since UV is not quantified in Pathfinder, this has no game effect. They also make you look cool, but since appearance is meaningless in terms of game mechanics, this also has no effect whatsoever.

To compound the problem, we open Ultimate Equipment IV and notice that any character can just buy a pair of equally cool sunglasses for 1 sp.

Now, we can ask "why would someone take this archetype, even for the flavor?" Or, someone could ask, "Why would you punish them for not taking it, and just buying the sunglasses?" But those are secondary questions. The main question is, "Why should wearing sunglasses, in the context of the game, be such a lousy option?"

M Goblin Beer Snob 1/Freethinker 3

Dang, you're right. That's what I get for hasty posting in between writing technical compliance stuff! Uro should have 7 hp, or 6 when his rage ends, which is probably soon, since I suspect he's running low on rounds by now.
EDIT: 1 for the trapdoor, 3 for this fight so far = 4 rounds used, 4 to go.

M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
Did Uro get healed from the channel as well?
Kirth Gersen wrote:
(After channeling) Uro is up to 4 hp; 3 when his rage ends.

M Goblin Beer Snob 1/Freethinker 3

Uro, realizing the danger posed by the undertow and urchins, puts on a desperate burst of power as he dives -- clearing both the low ceiling and the urchins and shallow surf, he splashes in the deep part of the pool, treading water easily and making enough of a spectacle to fully occupy the zombies' (limited) attention. He is quickly joined by a taunting Gwlbwyr.

All three zombies stand at the edge of the water, milling about mindlessly. It's clear that they will not enter the water. They also lack the perceptiveness to look around, so they are completely oblivious to the presence of Jym and Korynne. (Passive Perception = 10)

The noise, however, seems to have reached the zombies in the corridor. The hall door bursts open and four more zombies come lurching inside; one of them, instead of old pirate garb, wears the rotting mantle of a priest. These newcomers also shamble over to the pool, moaning, and do not enter the water. So there are now seven zombies between Jym and Korynne and the most obvious avenue of escape.

M Goblin Beer Snob 1/Freethinker 3
Korynne the Well Read wrote:
Can I use my Defiant Luck hero point to reroll?

Yes! Please do!!!

M Goblin Beer Snob 1/Freethinker 3

Korynne, then Gwlybwr, then Uro.

M Goblin Beer Snob 1/Freethinker 3

Two of the zombies, seeing a bunch of movement as Uro disengages, mindlessly shamble after him; seeing Korynne, one of them veers in her direction instead. The zombie that Gwlybwr ripped off of Uro settles for trying to bite Gwl instead: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 3 ⇒ (6) + 3 = 9

1 person marked this as a favorite.

What I've done in my home game is make ALL weapons have "simple," "martial," AND "exotic" stats, depending on the proficiency of the user. For example, someone with Exotic proficiency with the rapier will be far more effective with it than someone who only has Simple proficiency with the rapier.

7 people marked this as a favorite.

One problem with establishing a "baseline" is that the game itself lacks any semblance of one. Pathfinder is littered with "trap" options, and choices that require equal investment but with a radically lopsided payoff, etc. Shoot, compare the capabilities of a 17th level wizard vs. a 17th level rogue or fighter.

  • Some players look at this and say, "Well, duh, I'm not going to pick the crappy options, given a choice."
  • Others say, "I refuse to think about it. I'm going to pretend they're all equal, and if anyone says they're not, I'll put my fingers in my ears."
  • Still others say, "I'm no dirty munchkin min-maxer! I'm going to pick all the lousiest options I can possibly find, to prove what a great role-player I am!"

    Still worse, the reasons people pick the options they do vary. Compare:

  • "I'm going to pick the more powerful options because I want a more powerful character!" vs.
  • "I'm going to pick the more powerful options because I don't want to let down my teammates."


  • "I'm going to pick weaker options because I don't want to accidentally upstage the other participants," vs.
  • "I'm going to pick weaker options because I don't care if my incompetence kills the whole party -- it's the DM's job to fix that anyway!"

    In turn, that stems from the type of game experience the participants want. Compare:

  • "I just want a laid-back beer 'n' pretzels game that lets me frolick and role-play. I don't want to have to deal with hard challenges and fighting and stuff," vs.
  • "Man, we just curb-stomped that last AP. Can we try one that's like super-duper difficult, so we can see if these same characters can actually survive an apocalyptic grimdark end of the world scenario with all epic challenges? I really want to crank the tactics up to 11!"


    With that much disparity within the rules, between tables, and even among participants at the same table, the term "baseline" needs to be much more narrowly defined, if we're going to have a meaningful discussion.

  • Suggestion: Archetypes are supposed to make clear what's being traded off. So for the Ngoma, for example, I'd write the Sanguar ability as follows:

    "Sanguar (Ex): Ngoma are proficient in the art of dodging, commonly known as sanguar, and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level. This replaces the standard bard's light armor proficiency."

    Doing things this way will help you see at a glance whether your archetypes are balances with the unmodified base classes.

    I'd also recommend that, for classes where that's the only substitution going on, you either add other alternate class features, or else eliminate these archetypes altogether in favor of the general rule that armor proficiencies can be traded off for Sanguar.

    M Goblin Beer Snob 1/Freethinker 3

    I hope so!

    Goth Guru wrote:

    Assisting: The fighter or Archetype hands the other person tools, kills annoying vermin, provides an extra pair of eyes, ect. This gives +4 to any non combat activity, such as finding or disarming traps. The fighter gives up their roll, if any, and the other character does it for both. For example, if the mountebank is trying to bluff their way into enemy territory, the fighter plays the terrified prisoner.

    As a feat, this is free to fighters

    So... fighters are already mere caddies or sidekicks after 6th level or so, so you want to spell that out using mechanics, to make that more obvious to the people who thought they were actual heroes?

    M Goblin Beer Snob 1/Freethinker 3

    Round 3:
    16 Jym either jumps, hides, or delays.
    15 Zombies attack Gwl and/or move to pursue Uro and/or move towards others

    M Goblin Beer Snob 1/Freethinker 3

    Jym's gaze flicks around the room. He's none too thrilled about trying to jump into a deep pool full of poisonous urchins, surging surf, and who knows what else. He notes the collapsed ceiling, rubble, broken pier, and so on, and nods to himself -- there are any number of hiding places, some of them much more dry than a deep pool! However, a part of his brain nags him that, if the zombies somehow detect him anyway, he'll be eaten for sure.

    M Goblin Beer Snob 1/Freethinker 3

    The wave of positive energy washes over you and the zombies; the latter are slightly damaged, but still on the rampage.
    Uro is up to 4 hp; 3 when his rage ends.

    Meanwhile, Gwl, with a frantic motion that comes out of nowhere, somehow yanks Uro free from the zombie's teeth.

    I'm assuming Uro uses his immediate action to help you yank him free from the zombie (needed for success), leaving him without one to use for held movement. However, in light of your hero point-driven pre-emptive action, it is reasonable to allow him to ditch that last attack roll and instead disengage, at his option.

    Round 2:
    16 Jym hits one zombie, fails to penetrate DR
    15 Zombies attack!
    10 Korynne begins channeling
    9 Gwl attacks, frees Uro
    5 Uro attacks or disengages (pending)
    4 Korynne's channeling takes effect.

    Freehold DM wrote:
    I have heard this argument before and feel it applies nicely to most romances.

    Maybe; I admittedly lack enough experience with the genre to be able to generalize.

    M Goblin Beer Snob 1/Freethinker 3

    Uro is grappled and can only move at half speed, by dragging the biting zombie with him. (CMB check) He'll also take automatic bite damage each round until he's free of the thing's jaws.

    M Goblin Beer Snob 1/Freethinker 3

    So, to make sure I understand it, you want them to dive into the 60-ft.-deep tidal pool that you swam before, that leads to the tunnel to the bay? That will necessitate wading into the shallow, churning, urchin-infested edge first (and not slipping), or else they'll need to long jump past that to the deeper water, hopefully without hitting their heads on the collapsed ceiling in the process. The latter will require an Athletics check at DC 10 (to clear the hazards) + 5 (for the low clearance) = 15. Each person jumping will need to decide if they want to err on the side of low height (failing to clear the shallows on a failed check) or distance (taking 1d6 from the ceiling on a failed check, and also failing to clear the shallows if it fails by 6 or more).

    You suspect it might be easier to have them go to the sea cave room to the west, wade down the sand past the urchins, and you can pull them into/through the twisty flooded cavern there, assuming it doesn't dead end or lead into a monster's lair or whatever -- but that's a big risk in itself.

    Got hooked after re-reading Purple Place for Dying, and swiftly ate through Long Lavender Look, The Dreadful Lemon Sky, The Empty Copper Sea, and Dress Her in Indigo. Next up: One Fearful Yellow Eye.

    And I'm vindicated in comparing them to the Jack Reacher books, having found an interview with Reacher author Lee Child who goes on at length about how impressed he was with John D. MacDonald and what a big influence the Travis McGee books were on him.

    M Goblin Beer Snob 1/Freethinker 3
    Uro Taraka wrote:
    Ha, this dungeon is not going well.

    No indeed :(

    M Goblin Beer Snob 1/Freethinker 3

    Uro's axe head whizzes right by the zombie, missing by millimeters. Ruefully, Uro thinks that sometimes the best defense is a better offense.

    Gwlybwr's slashing is so far ineffective.

    Zombie saves vs. positive energy: 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (13) + 2 = 15 Bastards!

    M Goblin Beer Snob 1/Freethinker 3
    Korynne the Well Read wrote:
    Can I complete the channel this turn?

    Yes. If you were really clever, you'd time it to go off right after Uro attacks, so he can still get that extra +1/+2 from his furious counterstroke.

    4 people marked this as a favorite.

    So, I was cooped up in a hotel room Saturday night, and Mrs Gersen seized the remote for the giant TV, and she tuned in to the "Twilight" movie and jacked up the volume, so there was no escape. And I realized what I dislike so much about it.

    The main character has no agency. She doesn't have to make decisions. She doesn't have to expend any effort for any reason. She doesn't need to be smart, or brave, or skilled, or charming, or anything -- she doesn't even need to be sentient. She doesn't drive the plot. She just sits around, and for no apparent reason, everyone wants to dote on her and protect her and maybe magically give her super powers.

    See, when I watch something like "The Maltese Falcon," and I think about how cool it would be to be just like Sam Spade, I can only blame myself for not being more like him -- I'm forced to realize that I'm not that smart. But if Mrs Gersen watches "Twilight," and thinks about how cool it would be to be just like Bella, she can always blame me -- because I'm not a hot, rich, immortal teenage superhero. "Twilight" teaches you that you just inherently deserve everything, without doing anything. It's all about entitlement.

    1 person marked this as a favorite.
    Krensky wrote:
    They're much better than In-N-Out.

    If by "better" you mean "more expensive," then yes. Otherwise I, too, disagree.

    "Magic Judy" Henske, Legendary Queen of the Beatniks, was a folk singer in the San Diego area in the late '50s/early '60s. She had a resurgence of popularity in the late '90s, thanks to novelist Andrew Vachss and an awesome comeback album, Loose in the World.

    Zenogu wrote:
    That's kind of a tall order. How can you expect someone to non-magically track teleportation?

    Are rangers no longer spellcasters? Those abilities could be (Su), but I just don't like that tracking -- the ranger's primary schtick -- gets completely taken over by clerics and wizards after about 6th level. Wizards and clerics have enough to do already. Keep the ranger competent in his area of core competence!

    Orthos wrote:
    HD doesn't like In-n-Out? O.o

    HD has avowed a deep and abiding hatred of anything California.

    I disagree, using two words: Judy Henske.

    Highest by far used to be Dex. Like, 18+. Sadly, I've been out of training for over 20 years, and it's probably around a 6 now.

    I hate to be part of the "Cha dump stat" crowd, but I have, like, zero presence. In any group of 5+ people, typically none of the other four will remember I was there. I sometimes feel like Kragar, in the Vlad Taltos novels.

    Finally got to go to an In-N-Out Burger yesterday.
    I don't care what houstonderek says.
    Donny was right.

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