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Cayden Cailean

TriOmegaZero's page

Pathfinder Society Member. 15,316 posts (19,698 including aliases). 1 review. 1 list. 1 wishlist. 1 Pathfinder Society character. 24 aliases.


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Paizo Employee (Webstore Gninja Minion)

Blue Chris (upon entering Fry's Electronics): We've come to the land of our people.

Silver Crusade (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

(Pathfinder Roleplaying Game Subscriber)

Such rules were intentionally left out of the game because they are not fun.


Fenzl wrote:
Cheapy wrote:
The math the game is based on assumes magic items.
That's like saying life is based on math. Sure, when you boil it down you're probably right. However it isn't static. The wonderful thing about D&D is how fluid and flexible it is because it has so much variation. Don't like that your party is defeating the monsters too fast? Add two or even three more antagonists to a fight. Party becoming overwhelmed by encounters designed for their level? Drop to a lower challenge rating but award the same XP. Simple.

Any attempt to simply remove magic without a similar bonus to compensate means you're going to have to lower the cr of fights they're facing especially the later ones.

And yes life is based on math. Every moment of it can be defined by math and every action predicted by math given enough time.

MATH IS POWER


Andoran (Pathfinder Roleplaying Game Subscriber)

One could make the case that you yourself are one sharp jag, TOZ. :-p


Some of us don't roll worth s&+~.

4, 7, 10, 10, 12, 13 isn't a fun array. Swap out one with a 16 and its still mediocre.

I did the random thing in my youth. I got over the one sided romance of it.


On the other hand, there's a decent chance that the common knowledge of red dragons won't be more useful than "huge, dangerous, fire everywhere, run for your life".


I like exploding criticals, but not instant kills. TOZ's idea about the exploding 20s is brilliant.

Grand Lodge (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Tales Subscriber)

TriOmegaZero wrote:
Bust someone out of an asylum A-Team style!

"You're not getting me in no windship!"


If you're playing a game that uses dice to adjudicate actions, you're already a "rollplayer" whether you like it or not. How much you "roleplay" depends on your personal preferences and the group dynamic.


Judging by this exchanges in this post I'm going to go ahead and suggest you don't play a prankster character.


Call the catfolk the Khit'teh! ^_-

(Pathfinder Roleplaying Game Subscriber)

So long and thanks for all the fish!

(Pathfinder Adventure Path Subscriber)

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

Wearing an armor is limiting the maximum Dex Bonus I can employ to my AC, not effecting other Dex-related abilities.

Prize question: Do I get my full Dex bonus to CMD (as CMD != AC), or was it the Dex bonus to AC that was part of the CMD calculation, rather than the Dex Bonus?

Silver Crusade (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

But Pathfinder is 3.5, just some people are too blind to see that. :)


ImperatorK wrote:
In India cows are sacred. That means that a Paladin can't eat steak in D&D.

Pork is out too, thanks to Jewish/Muslim traditions.

Needless to say, any Paladin who eats a bacon cheeseburger is instantly transformed into a Blackguard.

(Pathfinder Adventure Path Subscriber)

Our group will be using Kirthfinder to run Skull & Shackles. As any DM is want to do, I added a few things of my own to it. Rather than disrupting the actual Kirthfinder thread, I figured I'd share these separately. See the fantastic work by Kirth Gerson & his group for the inspiration for all of this

As any Dm is want to do, I added some things to Kirthfinder for my game and figured I'd share them here.

Firearms:

Guns:
Firearms only cost 10% of their cost from the Pathfinder book all the time. Guns can be used as melee weapons by anyone who has at least martial proficiency in them. One-handed firearms deal 1d6 damage and have a critical range of 19-20/x2. Two-handed firearms deal 1d10 damage and have a critical range of 20/x3. Guns no longer hit touch AC within the first range increment.

Some guns have the Exploding special weapon characteristic. This means when that weapon rolls maximum damage on a damage die, it may roll another damage die up to a maximum allowed by the number of Exploding dice it has. For example, exotic proficiency in a pistol grants exploding 1 which means if the pistol rolls a 10 on its 1d10, then it deals 2d10 damage on that attack. Since it only has one exploding die, it can only increase its damage by 1 die in this manner.

Pistol
Range: 60 ft
Simple: 1d6/x4
Martial: 1d8/x4
Exotic: 1d10/x5, Exploding 1

Pistol, Double-Barrel
Range: 30 ft
Simple: 1d8/x3.
Martial: 1d8/x3. Can fire both bullets with one attack action at a -4 penalty to both attacks.
Exotic: 1d8/x4, Can fire twice with one attack at a -4 penalty to both attacks.

Musket:
This two-handed firearm can be used to replicate an early rifle, musket or arquebus.
Simple: Capacity 1, 1d10/x4, 60 ft range.
Martial: Capacity 1, 1d10/x4, 80 ft range. Exploding 1
Exotic: Capacity 1, 2d8/x5, 100 ft range, Exploding 2


Gunslinger Archetype:

Archetype: Gunslinger: Allow to switch out:
Remove Combat expertise and replace with Precise Shot and Gunsmithing.
Remove normal proficiencies. Gunslingers have martial proficiency in all firearms, simple proficiency in all weapons and may select one firearm to have exotic proficiency in.

Remove Banner: Utility Shot: The gunslinger gains the following abilities:
Blast lock. Can be used as part of a full attack action.
Scoot unattended object. Can be used as part of a full attack action.
Stop bleeding. Does not cost grit, just requires you have 1. Can be used as part of a full attack action.

Remove Warlord: Grant Targeting Shot. A gunslinger may target a specific part of an enemy to cause an effect. These can be done as part of a full-attak action. Each check uses the gunslinger's wisdom instead of their strength for the CMB rolls. Each of these abilities costs a grit point.
Hand: Disarm
Head: Perform a CMB roll against the target, on a success they count as flat-footed until the end of your next turn.
Feet: Trip
Wing: Roll an attack as normal, does regular damage and gives the target a -2 to fly checks and immediately forces them to roll a fly check vs DC: 10 + ½ gunslinger level or fall.
Torso: Roll an attack as normal, does regular damage and causes a target to bleed. This bleed damage is equal to your dexterity modifier. The gunslinger may instead choose to spend grit on this ability and have this deal str, dex or con bleed equal to .5 x the number of grit spent on this ability up to a maximum ability damage of ½ their gunslinger level.

Replace Grit with the following:
You gain a number of grit at level 1 equal to your wisdom modifier + ÂĽ of your class levels (minimum zero). At fourth level and every four fighter levels after that, increase your maximum number of grit points by 1. You begin each day with full grit points. You may regain grit when you score a critical hit or perform a killing blow on a creature that has at least half your HD.

Remove Versatile weapon use and replace with: Slinger's Luck: You may spend a grit point to reroll a saving throw, skill check or attack roll.

Gunslinger-based Combat talents:
These can be picked up by any fighter.
Combat Talents:
Add the following combat talents to the fighter class list
Bullet Deflection: When wearing medium or heavy armor, you get ½ your armor bonus, your full shield bonus and your enhancement bonus, if any, to both against firearm and splash weapon attacks.

Steady Aim: When using a two-handed firearm, you may spend 1 grit to double the weapon's range. When using this talent, you do not take a penalty for using the second or third range increments. However, you must target normal AC when using those range increments. You may still target touch AC in the first range increment.

Up close and personal: When using a one-handed firearm, you may spend 1 grit to deal an extra 1d6 precision damage. If the attack misses, you still deal ½ damage from this extra damage. This damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and 5d6 at 20th. This damage is not doubled on a critical. It stacks with other precision based damage.

Focused Aim: As a free action, spend 1 grit. Get a bonus to firearm damage rolls equal to wisdom mod. At 7th when you use this, you multiple the bonus by the number of hits you make if using the dead shot talent.

Menacing Shot: You fire your weapon into the air as a standard action and all creatures within 30' are subject to the fear spell with a DC of 10+wis+1/2 level. You may take a -5 penalty to all attacks in that round to use this shot as part of a full attack.

Clipping Shot: When you miss with an attack, you may spend 1 grit to deal half damage to the target of that attack.

Iajutsu Focus (stance)
If you are a gunslinger, this talent has the following effects in addition to its normal bonuses.
As long as you have 1 grit point, you get a +2 bonus to your initiative.

If you are at least 11th level, if you begin combat within 30 feet of an opponent, you gain a surprise round, even though your opponent's are aware of your presence. The only action you can take in this surprise round is an attack action using a firearm with which you have weapon focus or weapon training. Your target is considered flat-footed for this attack unless he also has this talent and has already used it to attack you in this round.

At 16th level and above, you do not need to roll initiative while in this stance, it is always treated as if you had rolled a 20.
Synergy: Clarification: If you have two-weapon fighting or flurry of blows, you may not make those attacks during the surprise round even if you have a way of normally doing so.

Advanced Talent:
Dead shot. You may spend 1 grit to focus all of your efforts into making one powerful shot. As a full-round action you take one shot, but roll all of your attack rolls as normal. If any of the attacks hit, all of the attacks are considered to have it. Your critical range is reduced by 1 for each attack that hits. For example, if you are a 11th level fighter and make 3 attack rolls and two of those attack rolls hit, your critical threat range is 18-20. When making this attack, bonus damage such as from deadly aim, enhancement bonuses or dexterity modifier only applies once. Precision based damage such as that from up close and personal or sneak attack also only applies once. This talent may be used in conjunction with Manyshot and Rapid shot but not two-weapon fighting.

Stunning shot: When you hit with an attack roll, spend two grit points. The target must make a fortitude save against a DC of 10+1/2 fighter level+wisdom modifier or act as if they were hit with Scintillating pattern.

Death's Shot: You gain Killing Stroke as a bonus feat. Additionally, whenever you score a critical hit you may spend 1 grit and can apply the effects of this feat and treat the target as if they were helpless.

New Feats

Spellslinger (Strike:

Prerequisites: Weapon Focus or Weapon training in any ranged, Ability to cast 1st level spells
A spellslinger gains the ability to cast any ranged touch attack, cone, line, or ray spell through a ranged weapon. When he casts through a ranged weapon, the weapon's enhancement bonus (if any) is a bonus to the spell's attack rolls, damage rolls and to the spell's saving throw Dcs.

This feat also grants the Mage Bullets (Su) ability. As a swift action, you can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single ranged weapon. If using this on a firearm, it only applies to one barrel of that firearm. With this weapon bonus, the spellslinger can apply any of the following: enhancement bonuses (up to +5), dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. The ability lasts a number of minutes equal to the level of the spell sacrificed. This ability stacks with any enhancement bonus already on the weapon. For example, a spellslinger sacrificing a level 1 spell into a +1 pistol can make it a +2 pistol or a +1 flaming pistol.

This feat replicates the Arcane Gun and Magic Bullets ability of the Spellslinger archetype (Pathfinder: Ultimate Combat).

Wall Runner:

Prerequisites: BAB +4, Athletics 4 ranks, Acrobatics 4 ranks
You can spend part of your move action to traverse a wall or other vertical surface if you begin and end your move on a horizontal surface. If you do not end your move on a horizontal surface, you fall to your feet in the square below you. You take falling damage as appropriate if this occurs. Treat the wall as normal floor for the purpose of determining movement. Passing from the floor to the wall or wall to floor costs no movement. When you leave a threatened space for running up a wall, you may make an acrobatics check as if you were tumbling but do not take the normal penalty for moving at full speed while tumbling.

Battle Jump: If your BAB is at +6, you gain the ability to perform a battle jump. A battle jump can be initiated as a standard action when you are at least 10 feet above your opponent. This can mean being in the air due to a spell such as levitate or fly, along a wall or simply jumping high in the air. The battle jump allows you to perform a charge as a standard action from this position. As part of this charge, you deal double weapon damage. For example, a weapon that normally deals 1d8 damage deals 2d8 damage instead.

Synergy:
If you also have power attack and are performing a battle jump, you may add treat a one-handed weapon as a two-handed weapon for the purposes of extra damage. If you are using a two-handed weapon, you may add 2 damage to your power attack per 4 BAB you have. So +4 damage at +8 BAB, +6 damage at +12 BAB, etc.

If you have First Blood, foes count as flat-footed when you perform a battle jump and may add first-blood damage to the the attack. If you make more than one attack roll during this charge attack, you only add first blood damage to the first attack.

Tiger Claw Strike: Instead of making the normal attack at the end of a charge as part of Battle jump, you may instead use a single strike ability.


Wand Mastery (Arcane):

Prerequisite: Ability to cast 1st level spells or spell like abilities
Benefit: When using a wand, you may calculate the DC for any spell it contains using your own intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

When you can cast 4th level spells or use spell-like abilities of 4th level, you can cast spells from a wand using your own caster level. If you do not have a caster level, use your character level instead.

Synergy: If you have the Athame special ability from the Magus bloodline of sorcerer, you can use wands when using spell combat.
If you the spellstrike feat, you may use wands when using spellstrike.
If you have the spellslinger feat, you may use wands through a ranged weapon.

Storm Strike (Strike):

Prerequisite: BAB +2
This strike allows you to perform a frantic attack against an area rather than against a single foe. It is particularly affective against invisible creatures or swarms. The area of the attack depends on the weapon being used. Despite being weapon attacks, these strikes deal damage as normal to swarms.

Storm of Blades: If you are using a piercing weapon or any weapon with reach, you may attack in a 10' cone in front of you as a standard action. Roll damage as normal for a single attack. Creatures in the cone (including allies) must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have weapon finesse and are using this effect with a 1 handed weapon, you may apply twice your dexterity damage on the attack.
If you have weapon focus (any spear or polearm) and are using this effect with a spear or polearm, you may target a 30' cone in front of you.

Spinning Blades: If you are using a slashing weapon, you may make an attack that hits all nearby targets as a standard action. Roll damage as normal for a single attack. Creatures adjacent to you must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have Whirlwind strike, you may instead use this as a full round action and take half of your move speed. When you do so, Spinning Blades targets all creatures you move adjacent to on your turn.

Bullet Barrage: If you are using a firearm, you load your weapon with special shot and make an attack against all foes in a cone in front of you as a standard action. Roll damage as normal for a single attack. All creatures in a 30' cone in front of you must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have two-weapon fighting, you may use bullet barrage with two weapons. If you do so, roll damage as if you had made two attacks.
If you have deadly aim and are using this attack with a two-handed firearm, you may apply deadly aim damage to the attack.

Hammer Smash: If you are using a bludgeoning weapon, you swing your weapon into the ground and can target all foes in a 10' line in front of you as a standard action. Roll damage as normal for a single attack. All creatures in the line take damage and may make a reflex save (DC 10 +1/2 level + strength) for half damage. Synergy: If you have the Staggering Strike feat, all targets in the line are knocked prone.

Storm of Arrows: If you are using a bow, you can make a Storm of Arrows attack. By taking a full-round action, you may make an area attack with your ranged weapon with a 30' radius and a range equal to 10 times your weapon's range increment. Roll damage as normal for a single attack. Targets in the affected area can make Reflex saves (DC 10+ ½ your level + your dexterity modifier) for half damage. If cover only affects one direction, such as a tower shield, it does not apply for this attack.
Synergy: If you have focused shot, you may apply your Intelligence or Charisma modifier as insight damage to this attack.

We also added the following synergies:

Spoiler:

Imbue Missile
Synergy: If you have Spellslinger, spellstrike and the battle touch feat, you may apply the effects of any multi-target missile, ray, melee touch or ranged touch attack through this weapon while using the full attack action. For example, when using Scorching Ray you may apply its effects to each attack made up to a maximum attacks of the rays normally given by the spell. So a scorching ray cast as caster level 7 is combined with a full attack, the first two attacks of that full attack may have scorching rays on them. Additionally, when using this ability with rays or missiles you may forgo a weapon attack and instead substitute the ray or missile instead up to a maximum of the number of iterative attacks the full attack normally makes. So a fighter 14/wizard 1 with the Eldritch Knight Talent could make a full attack that fires 2 scorching rays and then make another ranged attack with the same weapon that you are firing the rays through. This feat can be combined with Manyshot to get more attacks.

Heedeless Charge
Synergy: If you have this feat and Arcane Boost, you may spend an uncast spell slot or spell to get turn your charge into a Hellfire Charge. You gain extra damage equal to 2d8 x the level of the spell sacrificed in this manner on the first attack of the charge. Additionally, you form a shield of force around you while making this charge that leaves a trail of fire behind you. This trail of fire lasts for 1 round per level of spell sacrificed in this manner. Any creature entering this trail takes 2d8 damage x the level of the spell sacrificed although they may attempt to tumble through the fire to take half damage at a DC equal to 10 +1/2 your character level + your constitution modifier.



TriOmegaZero wrote:
Sanakht Inaros wrote:
So who's going to keep moving the goalposts?
I would, but I don't believe in them. No one has shown me any proof they exist. They keep talking about them, and how people are moving them, but I've never seen where they are before or after someone moves them.

Whereas I believe, in a general sense, that goalposts exist. They just have no bearing on my life.

;)

(Pathfinder Adventure Path Subscriber)

Just a quick update. After reading the posts my DM has decided that it was indeed a poorly worded description and has gone back and allowed my cleric to cast any good descriptor spells which he cares to memorise.
Thanks a bunch to everyone for their comments.


I was going to otakon dressed as Dutch from Black Lagoon for a while.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

TriOmegaZero wrote:
In my one group, where the DM likes combats to be over in 1-2 rounds...

I think I know that guy!


Throwing a baseball at (or more exactly a foot or so to the side of) somebody requires a ranged (maybe touch) attack roll, right? So... How many times do baseball pitchers hurt themselves* while throwing? Once in 40** throws?

Punching a sandbag requires an attack roll, right? So... How many times do martial artists of all sorts hurt themselves while hitting one? Once in 40 swings?

Punching the opponent in a boxing ring requires an attack roll, right? So... How many times do martial artists of all sorts hurt themselves in the ring? Once in 40 swings?

Hitting the target on a shooting range with your 12-gauge shotgun requires a ranged attack roll, right? So... How many times do people hurt themselves while shooting? Once in 40 shots?

Hitting a suspect with a taser gun requires a ranged (touch) attack roll, right? So... How many times to cops hurt themselves with those? Once in 40 shots?

*= or destroy their equipment
**= 1/20 x 1/2 (assuming 50% default hit chance and miss = confirm) = 1/40

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

In my own games, it varies by country. Lawful countries have judges (who are usually clerics/inquisitors/paladins of the Death Goddess, who is also goddess of judgement). Neutrals tend to have a mix of religious and secular judges. And the chaotic countries tend to have tribunals with trial by arms as a final backstop.

It should be noted though, that in my games, clerics/inquisitors/paladins of the death goddess who pervert the law get found out rather quickly, and then they die. Usually before they pass judgement. Then they spend a very very very long time explaining why they perverted the law to their patron goddess.

That's not to say they are infallible, they are simply required to judge based on the evidence. This has led to quite a few fallen paladins, given that they will occasionally rule based on their belief in good instead of their belief in law. This is, however, one of the orders where the paladin's have a higher call to Law than Good (per their paladin code). So it's not as common as it might be otherwise.

Not to say there's a lot of paladins of the death goddess. :) Mostly it's LN clerics and inquisitors.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

UPDATE:

Folks, I have a confession to make. I'm seeing a lot of text that needs to be cleaned up, and some areas in which the rules could be streamlined a lot, and some places where the skills rules need work, and at least one case where one new coherent rule could replace several contradictory sub-systems.

In other words, it seems like I'm not quite done after all.

I think the rules are mostly playable now, but they're not quite where I want them for hard copy.

Apologies -- I'd thought I was done.


TOZ wrote:
This is totally the wrong forum for this AND I DON'T CARE.

You know, I considered moving it...but then I went, "Huh, Liz is part of Paizo. So, I guess this fits under Paizo Publishing General Discussion. I'll let it stand."

Now, with that said, watch Ross or Gary come and move it in two minutes.

Cheliax (Pathfinder Roleplaying Game Subscriber)

What's really sad is that all spell casting classes have armor now. Check Ultimate Combat. Check light armor. Check silk robe. No armor check penalty or arcane failure chance.

But a monk can't use it. Because it's armor. And they can't wear armor.

Wizards and sorcerers can wear armor and a monk cannot.

Monks suck.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

TriOmegaZero wrote:
Yeah, I'm a pretty smug arrogant ass.

That's why we like you.


Quote:
How can I drop them into a no-win scenario without it being an egregious railroading?

You can't because "no-win scenario" is "egregious railroading."

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

The Drunken Dragon wrote:


Not necessarily. Killing evil is, normally, a good act,

Sorry, but I'm going to rant on you. You hit a button.

KILLING EVIL IS NOT INHERENTLY GOOD!!!!!!!!!!!!!!!!!!

If it were, then evil creatures would rapidly become neutral because more evil creatures are killed by evil creatures than by good!

I hate this argument, it basically turns good and evil into matter/antimatter. It's saying the two sides are actually the same, just different flavors. People who propose this argument usually then go on to say that intent doesn't matter because the world is an absolute good/evil. They ignore that under that interpretation, if it's the act, and not the intent, then evil killing evil are committing good acts, no matter what.

Sorry to rant at you, not a personal attack, just you hit a button.


The best set of houserules I've seen that made Exotic Weapon Proficiency worth taking is here.

What it did was made nearly every weapon usable by anyone: there was the simple way you could use it, the martial way, and the exotic way; this would reflect the difference between a guy like me picking up a sword and a trained swordsman picking up the same exact sword. You would be more accurate or do more damage or be able to use it in new different ways, and there was no need to worry about why a falcata is harder to use than a longsword.


So the GM has players that are actually interested and invested in his NPCs....and he's apparently actively beating that out of them.

Something are wrong

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

TOZ wrote:
If things go as planned, Houston may be seeing more TOZness in a year or so.

We must turn Houston into a FAWTL mecca!

:)

Andoran (Pathfinder Adventure Path Subscriber)

TOZ wrote:
"The nail that sticks up will be hammered down."

Unless it finds a place where sticking up is appropriate, like a bed of nails that the rest of us would find irritating to be put upon.



Grand Lodge (RPG Superstar 2012 Top 32)

Is it my imagination, or does this thread now consist primarily of ciretose and loaba each telling each other what the other person thinks instead of what they themselves think?

(Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

TriOmegaZero wrote:
Since this seems as good a place as any, I'm looking to sell my print copies of the APs. I have Rise of the Runelords through Kingmaker, but I will only sell complete sets. Anyone interested, please PM me.

What the?

Why do I find this tempting? I have all the adventure paths!

*boggle*

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

TOZ wrote:
I prefer loaded to broke.
Tracer Bullet, P.I. wrote:
I have two magnums in my desk. One of them's a gun, and I keep it loaded. The other one's a bottle, and it keeps ME loaded.

--Bill Watterson, "Calvin & Hobbes"


TriOmegaZero wrote:
Quote:
I was asked for examples of non-religious arguements and motivations against same sex marriages. Period. Thats it. Like I said, the only one I actually find as an issue is the economic one.

Then I would be interested in your answer to Finn's question about why childless couples, like my wife and I, should be afforded the economic benefits and not homosexual couples.

And no, we are not waiting on it, we plan on never having children, besides the four-legged kind.

This actually saddens me a bit. Someone with your intellect and wit should be passing on his genetic code.


I will say this. Just because you work for the company doesn't always make them right.


The problem is no the charisma. The problems is the player.


TOZ wrote:
Any weapon available to the PCs is also available to the NPCs.

Don't forget armor, feats, and skills.


TOZ wrote:
Evil Lincoln wrote:
So what you want, shallowsoul, is for all of us to be required to use this system too? No, thank you.
I for one would appreciate a response to this, shallowsoul.

This is like talking to 3.5Loyalist all over again.


Point still goes to TOZ for wittiest response.


So what you want, shallowsoul, is for all of us to be required to use this system too? No, thank you.


This sounds like stupid rules and an irrelevant feat, which makes it prime for ignoring.

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