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Swordpriest

Tels's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 4,659 posts (4,682 including aliases). No reviews. 5 lists. No wishlists. 4 aliases.


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Paladins are not martial clerics, they're champions of Law and Good. Who they worship doesn't really matter to the mechanics of their class.

Clerics are the full casters of a God and the instruments of their will. They are the voice and the ears of their God.

Warpriests are the weapon and shield of their God. They fight the wars, and defend the servants of their God.

While Warpriests and Clerics can both do similar things, one is better at something than the other. Warpriests are probably going to be better at fighting than Clerics, while Clerics will be better at casting than Warpriests.

Remember, there are no NG, CG, LN, N, CN, LE, or NE Paladins in the game. Faiths of those alignments, up to this point, have had no 'Paladin' that serves those alignments. Warpriest fills that niche.

As it stands, you basically make a full party of Divine characters to play as.

For Skill Monkeys, you have Inquisitors and Rangers.
For full Casters, you have Clerics, Oracles and Druids.
For Martials you have Rangers, Warpriests and Paladins.
There isn't really an Arcane analogue, but another full Divine Caster with the right class choices can fill in some of the Arcane niche (especially Druids).

I would love to see a party consisting of an Inquisitor, Warpriest, Cleric and Druid in action. It'd be a pretty mean little combination as each one would be capable of healing each other if they need to.


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Guy St-Amant wrote:
brad2411 wrote:
Tels wrote:
Legend of Dragoon > Final Fantasy IMO.
I loved Legend of Dragoon, but i loved FF7 about as much. Also the Final Fantasy series has gone down hill for a while now.

Kids these days can't appreciate the older FF.

I dunno, I grew up playing Final Fantasy on my best friends Super Nintendo, I just didn't like any of the versions that came after. Loved Legend of Dragoon though.


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Legend of Dragoon > Final Fantasy IMO.


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Aelrynith, lots of abilities don't carry over to further rounds, for example many auras from Wizard School powers, or Domains, or even items, like Boots of Speed. They require an action to activate each round unless they state that they are activated for a number of rounds.

Fighting Defensively says you must attack in order to gain the benefit, same as Combat Expertise or the Defending Weapon property. At the beginning of every turn, you must make a choice between attacking, or not attacking. If you don't attack, you gain none of the above benefits, if you do attack, you can gain the above benefits.

Until you attack that round, you don't have the benefits, and they don't carry over from the previous round.

Hypothetical situation involving your claim that the benefits of Crane Style don't end at the beginning of your next turn.

Round 1,

Crane Style character moves up and attacks an orc, thereby activating Crane Style.
Orc attacks the Crane character only for it to be deflected, and the next attack misses.
An Orc Wizard shows up and starts casting a spell.
Another Martial character moves up and engages the Orc that the Crane character engaged.

Round 2, the benefits of Crane Style linger on for the Crane character.

Crane character moves away from the Orc, using his Crane Wing to deflect the AoO if it hits, because the benefits of Fighting Defensively have lingered as you claim. He activates something like a Ring of Invisiblity, which is a standard action. He hasn't attacked this round, but the effects of Fighting Defensively lingered.

So here is the question, Fighting Defensively mandates you use a Standard Action to activate it each round before attacking (but you can still make a full attack while fighting defensively despite using a standard action). We know that neither Combat Expertise nor the Defending Weapon will activate in the above Round 2 because you must attack to gain the benefits of those two abilities.

We know from the PDT that you must attack to gain the benefits of Fighting Defensively.

So in round 2, you claim that Fighting Defensively continues on until the next round, yet if you don't attack, you don't gain the benefit. So to we retroactively allow the AoO from the Orc to hit? Or do we go with the actual rules that mandate using a Standard action and attacking each round to activate Fighting Defensively?

Unless an ability says this can be maintained each round for free (like Bardic Performance) it requires the same action to activate each round. For example, the Bedevilin Aura of the Phantasm Wizard School requires a Standard action each round to activate, because Supernatural abilities costs Standard Actions unless they state otherwise.

Fighting Defensively, Combat Expertise, Auras etc. must be activated each round unless the ability says otherwise.


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I'm sorry, I've never heard anyone but you complain about the Gunslinger being a bad class other than it's OP. By all accounts I've come across, people acknowledged that Gunslinger does it's job and does it well; it's job being ranged support and damage dealer.

Gunslinger wrote:
Role: Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.

That's the stated role of Gunslingers, artillery, killing foes, demoralization, and masters of distant death. You're complaining about the Gunslinger being locked into wielding guns, a ranged option, when that's the very intent of the class!

Tell me, do you complain about fighters being locked into fighting instead of being masters of Profession (baker)? Or why your Wizard isn't the unparalleled master of unarmed combat instead of the master of arcane magic?

You want to use sword and pistol, that's fine, but you're using the class in a way other than it was intended. That means you have to accept some limitations, like being unable to reload your pistol after the first shot, because you don't have a hand free.

As for melee, the only feat that's actually necessary to be good as a martial, is Power Attack. If you have that feat, you're golden. It's not like archery or other ranged weapons where you need Manyshot, Rapid Shot, Deadly Aim, PBS, Precise Shot etc. Except, as a Gunslinger, you really only need PBS, Rapid Shot and Deadly Aim, anything else beyond that is simply gravy.

Every Gunslinger gets 15 feats over their 20 level career; for PFS, they get 2 bonus feats, one at 4th one at 8th. That means they still have the 10 feats they get normally, 6 feat if PFS, to do other things or flesh out other areas.

So in PFS, you could easily have PBS, Rapid Reload, Deadly Aim, Power Attack and TWF by 7th level. This lets you play a Sword and Pistol character pretty easily. For example, you could have two Double-Barreled pistols as an opening attack, with one of them attached to a weapon cord. You fire both barrels on both pistols in the first round (4 attacks total), then drop one pistol (the one with the weapon cord), and reload the second pistol (a free action). Next round you can fire both barrels of your pistol as a standard action, reload, then move forward and draw your sword (free action). Once in combat, you can opt to attack with just your sword, or sword and pistol, but you provoke an AoO if you do so, but that's one of the limitations you have to accept.

Gunslingers are, mechanically, a great class, even though the mechanics of the class are, in my opinion, over-powered.


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On the subject of Proficiency, funny thing, did you know that feats like 'Simple Weapon Proficiency', 'Martial Weapon Proficicency', and 'Exotic Weapon Proficiency', don't actually grant proficiency with the weapon?

Feats wrote:

SWP: Benefit: You make attack rolls with simple weapons without penalty.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

MWP: Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

EWP: Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Nowhere in the feats does it actually say you actually become proficient with the weapon, you simply don't take the penalty. So in the context of Pathfinder, I would have to say that not taking the penalty on the attack roll is the same as being proficient with the weapon.


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DAMNIT COSMO!!! I blame Cosmo for this April Fools.

THAT'S JUST NOT RIGHT!!!


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I blame Cosmo for a fanfiction I'm reading ending on a cliffhanger until part two comes out later this summer.


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My aunt is at the end of her pregnancy (due any day now) and posts on Facebook that everything is making her cry.

...

So I respond with pictures of Carl and Ellie laying on the grass, Toy Story gang sitting on the porch as Andy drives away, and then the clincher.

Bambi's mom laying in a pool of her own blood as Bambi cuddles up to her corpse.

I blame Cosmo for my evil.


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The Hulk is a minion of Cosmo.


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My sister and I were talking and we realized that "#YOLO" and "#SWAG" will be in history books...

Cosmo's evil has far-reaching consequences.


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COSMO!!!!!!!!


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Scavion wrote:
Cheapy wrote:
Applications to join the Goblin Kill-Team must be on longshank baby skin and in triplicate. We evaluate your applications based on your ability to make frightening war ditties, pyrotechnics, and how shanky your blades are.

So... any Goblin that turns in a written application dies on the spot, right?


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Siobhan Quirke wrote:
Mythic JMD031 wrote:
Cosmo wrote:
Erik Keith: Oh trust me, that thing was angry WAAAAY before we got there.
If this isn't said once per session you are apart of House WrongBadFun.
I blame the Cosmo... again.....

Fixed that for you.


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You know that T-Rex everyone cries as being abused by those awful, awful, mean birdie monks? He has reach.

If he charges the Crane Wing character who readied an action to attack the T-Rex... he can't, as the T-Rex is not within his reach. So no Crane Wing on the T-Rex charge because he isn't fighting defensively yet.

I never considered Crane Wing the best part of the feat chain, for me, it was always Crane Style + Crane Riposte, for the reduced penalties while fighting defensively. Unless a character has pumped his AC so high he only gets hit once a round at best, then Crane Wing is just a bonus, not the main point of the build. The -1/+4 is more useful, in my opinion, as it helps ensure all of the less accurate attacks miss more often.

I generally assume the first attack a creature makes is going to hit, so my goal when building up AC is to maximize the chance those iterative or secondary attacks miss, while minimizing my attack penalties.


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I blame Cosmo for my sister forcing me to listen to the Taco Song.


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You're right, I mean, Rapid Reload (pistol) and alchemical cartridges. Such a heavy feat investment, how can I possibly afford anything else?


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Claxon wrote:

Well, being a brilliant energy weapon it shouldn't interact with anything that has hardness like constructs or objects.

And since it can't hit them, the energy type damage never gets applied either.

Brilliant energy sounds awesome, but its way too situational. The only way I've seen it used is with a paladin's bonded weapon, so he can choose each time he uses the bond whether to apply that enhancement or not. Otherwise, it becomes a liability.

Also, you shouldn't combine ghost touch and brilliant energy. Brilliant energy says you can't harm undead either, so ghost touch will be invalidated by it.

That is a point, yes, but it was just a specific weapon.

Say the weapon is a +1 flaming burst, shocking burst bastard sword instead. How would that work?

Or, so as to forgo the additional damage form the weapon and strength, how about something like an Elemental Spell scorching ray that deals 2d6 fire and 2d6 shock damage, instead of 4d6 fire damage, on a hit?


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Liz Courts wrote:
Sara Marie: Keep saying that and I will punch you in the face.

Wow! What did Cosmo do?


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Except voting with your wallet is going to have almost no good effect unless you only choose to not buy the newly printed errata.

Not buying any other product only tells Paizo, "They don't like this product, let's never go there again" which does more harm than good to the industry.

I've opted out of buying the Technology Guide when it comes out because I don't support their decision to not include some sort of energy blade weapon. That's not going to stop me from getting the Advanced Class Guide, or Inner Sea Gods, or other things like that. I'm just opting out of the Technology Guide, though that may not be necessary as my complaints have been well noted (and possibly irritated James Jacobs).


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PatheticWretch wrote:

I've been trying to look at the builds for a few days, but it looks like the website can't be found.

Anywhere else to look at these?

Emporium


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Alceste008 wrote:
My only problem was Master of Many styles made Crane Wing too easy to acquire.

This is the real problem that the design team should have fixed. Certain classes (MoMS, Unarmed Fighter) give early access to some of the style feats which allows them to have Crane Wing at first or second level. This is what made Crane Wing 'too powerful' because people were dipping the classes for Crane Wing and using it from 2nd level onward, where it's the most powerful. The feat is designed to be used at around 5th level when nearly all enemies have multiple attacks.

Early access is what made Crane Wing a problem, not Crane Wing itself. That would be true of nearly any ability in the game.

Think about it this way, if you could take a single level of an otherwise lackluster arcane class (theoretical class) that lets you fire 10th level fireballs out of your 1st level spell slots, would you?

So in this scenario, this 1st level guy is shooting 10d6 fireballs and just murdering every encounter possible because nothing can take ~30 points of damage at first level and survive. Logically, the only answer is to nerf fireball because fireball is OP right?

Or is it the archetype?

The problem is, the design team took the easy way out. MoMS is the real problem with Crane Wing, but it's easier to nerf Crane Wing than it is to fix MoMS. Not only is it a difficult aspect to balance, but changing one of the most popular monk archetypes is going to make the Monk crowd angry again.

Funnily enough, Crane Wing is seen as a staple of Monks as it is, so the Monk crowd was already angry. However, it's also seen as an excellent option for anyone who wields one weapon (Magi, Duelists, Swashbucklers, Bards etc), so they got angry too.

Instead of doing what was right, they did what was easy, now they've got themselves a Voldemort.


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Mark Moreland wrote:
At one point, Paizo didn't make rules for laser guns either.

Heard it here first folks! Half-life 3 confirmed!

Oh.. wait..

Psionics confirmed!


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James Jacobs wrote:
Paladinosaur wrote:

James,

will the technology guide have some sort of laser sword so I can roll a Paladin Jedi for Iron Gods?

Nope.

Fortunately, there are plenty of d20 compatible Star Wars games to choose from for that.

Or you can just make it a brilliant energy weapon.

I blame Cosmo for a lack of lighsabers in the Technology Guide.


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James Jacobs wrote:
Paladinosaur wrote:

James,

will the technology guide have some sort of laser sword so I can roll a Paladin Jedi for Iron Gods?

Nope.

Fortunately, there are plenty of d20 compatible Star Wars games to choose from for that.

Or you can just make it a brilliant energy weapon.

Just in case anyone missed it from his Ask thread, there will be no laser swords in the technology guide.

I feel like someone just kicked my puppy. COSMO!!


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Very Important Question!!!

Can a lich make a digital phylactery and download it into cyberspace?


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Cheapy wrote:
Scary noises while I'm in dark corridors, low on ammo, and with a busted psi amp.

Well, if it's supernaturally dark, you may have nothing to fear if the enemy is using lasers.

>:)


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brad2411 wrote:
Are we going to get robot minions?

Oh god, a small robot minion with an integrated traveler's any tool and rogue levels nicknamed R2...


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The above speculation was mostly me arguing that interactions with lasers and darkness should be addressed in the book. James has no indicated it will be addressed, so anything after that is basically off-topic.


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Damnit Sebastian, guess what DVD I am currently tracking down?

Thundarr is like, required study material before Iron Gods.


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Mark, I'm going to attempt to head this off before it becomes an issue so could you answer this or make sure it gets answered in the book?

Based off the entry for Laser Weapons as quoted above:

Laser Weapons wrote:
These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

How will they interact with supernatural darkness? The Darkness spell overwhelms all non-magical light effects, and magical light effects below second level. Super-natural darkness does the same as Darkness, but for up to 3rd level.

With the bit about Laser weapons being interfered by fog spells, and passing through transparent effects, will they be defeated by a darkness spell?

In an area of magical dim-light, such as normal light + darkness, would laser weapons automatically deal half damage? Or perhaps people in such an area would gain bonuses to their touch AC class?

In an area of total darkness, such as a natural dim light + darkness, would laser weapons deal any damage at all, or would the people in such an area gain an even higher bonus to their touch AC?

What about an area of supernatural darkness, as made indicated by the deeper darkness spell? How will Laser weapons interact with such areas?

Unless of course you guys completely ignore the above tidbit about laser weapons and re-write the rules.

Another way I could see this assigning light categories to various weapons. For example, a laser pistol might penetrate magical dim-light, but not magical total darkness (or only deal half-damage in magical total darkness). While a rifle might penetrate both magical dim and darkness, but not supernatural darkness (or only deal half damage) while more powerful weapons (laser cannons and the like) might completely ignore darkness spells entirely.

Anyway, just something that occurred to me and I kind of foresaw the inevitable Rules debate if this wasn't addressed in the book itself. Because if the darkness spells automatically cancel out non-magical light effects, and lasers come from a non-magical source, then lasers would probably be all but useless in magical darkness.

Although, this would also explain how it is Numeria hasn't gone and conquered the world yet.


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Matt Thomason wrote:
Mogo the Goblin wrote:
Tels wrote:
Serinian Elshaara wrote:
If this isn't an April's Fool joke it sure should have been! I'm out if it's real. Gunslingers were a stretch too far already. Not interested in Luke Skywalker meets goblin - lol!
Luke Skywalker was trained by a goblin.
STRONG THE DARKSIDE IS!

Goblins chew and goblins bite!

Goblins cut and goblins fight!
True this song is, we not lie!
Do or do not, there is no try!

/thread


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Mark Moreland wrote:

Imagine you build up a fantasy character—a wizard, let's say—who's all about researching the ruins of ancient civilizations to discover lost knowledge that no one else in the world knows. Researching arcane lore, and all that. You take that character to your GM and she thinks he will fit in the campaign, so you play the wizard for a while.

In one dungeon, you find a strange relic from the past that your PC has never heard of before. It's a brand new discovery—exactly what he wants to do. This weird item can clearly be held by a humanoid hand, but doesn't look like any weapon you've ever seen before. It doesn't radiate magic, so it's likely just some piece of ancient junk. Until you accidentally put pressure on one part of the item, and it shoots what looks to you, a wizard with maximum ranks in Spellcraft, like a scorching ray. If you could unlock this ages-old enigma, you'd be known the world over for your intellect. Heck, the device might even get named after you!

That's the end of the night, as the GM needs to work early tomorrow and the woman playing the fighter needs to make the last train home. You thank the GM for an incredible adventure, noting that you're so used to knowing every page of every rulebook that nothing seems to surprise you anymore, but that tonight you got to experience the wonder of discovery along with your character. Your GM just smiles and says knowingly, "just wait until you see what that strangely etched coin you found does."

If this book were called "Treasures of Numeria" and we hadn't told you that Numeria was home to a crashed spaceship and had laser guns and robots in it; if this product description didn't pull back the curtain and say, outright, that these are technological items one would expect to find in a science fiction setting; if a sword made of light and an invisible field of force were describes as magic instead, would there still be the same negative reactions to it?

Food for thought...

I made this as kind of a joke some time ago, but it does kind of go to show you that the difference between magic and highly advanced science is effectively nothing.

Magical Technology:
Armor of the Mithril Avenger
Aura
strong abjurations, evocation and transmutation; CL 13th
Price 242,620 gp; Weight 30 lbs.

This suit of +3 Mithril Full Plate is not just for protection, it's also a powerful weapon. There are multiple weapons and abilities in this armor that take some practice to master. The wearer gains the ability to wield three weapons:

•Flaming Bolts - A ranged touch attack with a range of 120 ft. that deals 1d6+5 fire damage on a hit; a wearer can make a full attack with this ranged attack.

•The armor possess the flaming weapon property, granting an additional 1d6 points of fire damage with unarmed strike while wearing the armor

•Shoulder Canons - Twin ray cannons that can be fired as a swift action, dealing 4d6 points of fire damage, each, on a hit with a maximum range of 40 ft. These rays can only be fired whenever the wearer doesn't use it's Flaming Bolts.

In addition to the weapons, the wearer gains a +20 competence bonus to fly checks when worn, and can cast Extended Wind Walk (self only) twice per day, except the wearer doesn't turn into a cloud to fly.

When attacked, the wearer can, as an immediate action, form a protective shield of force with a 5 ft. radius centered on the wearer. This shield has hardness 20 and 70 hit points (with fast healing 5), and lasts for 7 rounds or until the shield is dismissed by the wearer (a standard action) or destroyed. Anything that can bring down a wall of force can bring down this shield. The shield is powered by the armor's weapons, and as such, the weapons cannot be used until the shield is brought down. The wearer can still move, while the shield lasts, but only at one quarter speed.

Constuction
Requirements
Craft Magic Arms and Armor, Craft Wondrous Item, Extend Spell, dweomer retaliation, emergency force sphere, produce flame, scorching ray, wind walk; Cost 129,560 gp

It's based off Iron Man armor and some villain from the Teen Titans cartoon. Entirely magical, but when described, the guy is raising force fields, shooting lasers, and firing laser cannons.


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Yes, that's been the general consensus of this thread. We've also asked on several occasions why it wasn't just banned for PFS because it wasn't really a problem outside of PFS. Largely due to the fact that PFS GMs have almost no power and in fact, are arguably less influential to the game than the players are.


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Serinian Elshaara wrote:
If this isn't an April's Fool joke it sure should have been! I'm out if it's real. Gunslingers were a stretch too far already. Not interested in Luke Skywalker meets goblin - lol!

Luke Skywalker was trained by a goblin.


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TOZ wrote:
*marks off another*

*relevant video*


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So you... cheated to make it useful?


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James Jacobs wrote:
PMSchulz wrote:
On the one hand, it does increase the reasons to explore Numeria. On the other hand, I suspect it's a prank. But I would buy this.
And if it were an April Fool's joke... it'd be the meanest one ever on ME since I wrote most of this book already but haven't yet gotten my paycheck for it!

The joke is that they volunteered your to volunteer your time so they don't have to pay you :)


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Cheapy wrote:
Well, Mikaze is a dude, so unless there's some cybernetic augmentations that would give him lady parts...

My mistake... but...

Wrath of the Righteous:
This AP has a character that drank a potion that permanently transformes him into a girl.


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Mikaze wrote:
Luthorne wrote:
Oh yeah. I knew we'd get some info, but I thought it would mostly be buried in an article or two in Iron Gods...definitely looking forward to this. Not only for Iron Gods, but for people who want to run something involving Vercites, more fun with other kinds of aliens in general, advanced magitech settings...and, of course, Hellworlds and the possibility of cyborg devil troops attacking after Hell's plan for the subtle approach goes under...

Am now imagining a marilith weilding an ammo-replicating flaming SMG, a vicious monofilament wire whip, a wounding chainsaw arm, a vorpal lightsaber, a shock-stick, and a gravity gun. And she has a plasma-lance "stinger" cybernetically implanted in her tail.

Damn.

Is anyone else wondering how long it would take for Mikaze's heart to give out if such magitech things were added in to her Wrath of the Righteous campaign?

What would happen if she encountered the above Marilith, only Mythic, leading an army of half-cybernetic tieflings with implanted hellfire blasted pistols and prehensile monomolecular bladed tails?


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Will AM BARBARIAN be able to upgrade his Lance so that when it pierces the sky, it activates a wormhole function allowing him to travel to other planets/galaxies/victims?


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Gorbacz wrote:
Totally Iron Gods trailer. 96.5% more wub wub in this AP.

I just got over my addiction, why you make me fall off the wagon?


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Thymus Vulgaris wrote:
Thymus Vulgaris wrote:

I blame Cosmo for Tels not falling through on his desire to play a chef that fights monsters with his frying pan.

I also blame Cosmo for me still being awake at 05:42 AM.

I further blame Cosmo for making me stay awake for so long that I didn't even notice that I wrote "falling through" instead of "following through", which should've been obvious.

It was obvious to me. I understand the language of 'sleep deprivation'.

I blame Cosmo for myself being fluent in the language of the tiredfolk.


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Thymus Vulgaris wrote:

I blame Cosmo for Tels not falling through on his desire to play a chef that fights monsters with his frying pan.

I also blame Cosmo for me still being awake at 05:42 AM.

I blame Cosmo for me not having an opportunity to play said chef.


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I blame Cosmo that no one has blamed Cosmo for anything since Thursday.

I also blame Cosmo that every time I watch Tangled, I want to play a chef that fights monsters with his frying pan.


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LazarX wrote:
Tels wrote:
James Jacobs wrote:
big damn heroes.
I thought you didn't like Firefly? Or is this proof of your secret love?
Arguably, by their own admission, most of the time the protagonists of Firefly aren't that heroic.

I believe Malcolm once said:

"Mercy is the mark of a great man..."
*stab*
"Guess I'm just a good man..."
*stab*
"Well, I'm all right."


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James Jacobs wrote:
big damn heroes.

I thought you didn't like Firefly? Or is this proof of your secret love?


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Chris Lambertz wrote:

Sage words from the newest member of the Customer Service team:

Katina Life without Tillamook is no life at all.

My mother feels the same way, and I can't say I disagree either.


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Lamontius wrote:

underwater volcano

it is the best of both worlds

like hot ice

The hot and the cold are both so intense, but them together and it just makes sense!


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John Kretzer wrote:
Set wrote:

It's Cosmo's fault that I have seventeen right socks and only fourteen left socks (and it's also Cosmo's fault that the number of socks I own is not evenly divisible by my number of feet...).

I used have this problem (obviously it a old Cosmo trick). My solution was to buy solid white socks.

I do this and I still have this problem because my family steals my socks. I have the largest feet in my family, but I have to buy brand new socks almost once a month because they keep getting stolen.

I blame Cosmo.

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