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Lamatar Bayden

seekerofshadowlight's page

Pathfinder Society Member. 13,470 posts (19,722 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters. 25 aliases.


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4d6 ⇒ (5, 2, 2, 1) = 10 9
4d6 ⇒ (2, 5, 3, 1) = 11 10
4d6 ⇒ (4, 5, 2, 5) = 16 14
4d6 ⇒ (5, 3, 5, 3) = 16 13
4d6 ⇒ (1, 1, 2, 2) = 6 5
4d6 ⇒ (6, 3, 6, 6) = 21 18

Yeah I'll take the point buy if allowed.


You might have better luck just picking a system. I would not mind trying ACK's but so far it seems like your takers are wildly spread among systems.


Interested, Ravenloft is a fun setting. I agree non-humans are gonna have a hard way to go tiflings, Dragonborn and even half orcs are likely to be burned by angry mobs. I am unsure how the GM is handling it, but guys I would avoid dark magic, necromancy blood, anything that messes with folks minds and the warlock. Those of us who know ravenloft know why :)


Congrats to those picked, I hope yall have a good game.


You guys brought up Tolkien.


How do they survive? How have they not keep enslaved or killed? How have wolves or other large animals not mangled them. They have zero military in a dark age world. They should at best be serfs.


eh they could have easily dropped them off far closer, its one of the big plot holes. well that and the fact hobbits exist at all :)


And they could not have hooked a brother up with a slightly longer flight?


kyrt-ryder wrote:
Kthulhu wrote:
GreyWolfLord wrote:


The LotR -

In PF - The party cannot come close to matching Sauron. They must have a few characters attempt to carry the one ring able to destroy Sauron (by destroying the ring) to Mount Doom...hopefully they survive. Even the Nazgul can take them out in a straight fight to the death...best to avoid them.

In 5e - Send in the Eagles with archers, fly over Sauron's army and shot him dead. End of story.

More like:

Any version of D&D (and PF as well): Moments after Gandalf confirmed that it was The One Ring, he teleported Frodo and himself to Mt. Doom. Frodo tosses in the Ring, Sauron is vanquished, and what was a trilogy becomes a (very) short story.

Except that clearly Gandalf doesn't have access to teleport regardless his true power.

IF he's an actual wizard, he's probably banned Conjuration. But really he's more of an Outsider. One that lacks a teleportation SLA

But he can summon freaking eagles.


I may have to bow out as well. I never got around to background and as you have plenty of apps, as well as people who put the time in to do solid background, I do not wanna hold anything up.


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wraithstrike wrote:
Hit Points are basically a life meter just like it is in video games.

Indeed, and just as realistic.


2 people marked this as a favorite.
kyrt-ryder wrote:

Except as written it IS that system, as proven by the environmental damage rules.

You fall into lava you take xd6 damage per round. You only roll up a new character if you fail to get out before you run out of HP.

As an aside, HP have worked GREAT for Meat Points in my games for as long as I've been running them [something like 6 years now.]

EDIT: it all boils down to tone. If you don't like HP as Meat Points don't use them that way, and don't use the Environmental Damage rules as written.

If you like that sort of thing, the rules support it just fine and I am very grateful that they do.

what it does is show the rules are windy inconsistent. It tires to both be meat points and not meat points. And n what version of the game you came in. I honestly never read the PF HP section, even though to me it makes it clear its not pure meat points.

I know 2e it was not pure meat, 3e it was not pure meat. I think we need to admit HP's are what they are, a highly and wacky way to take if your PC is still alive. Nothing more.

If someone takes 704 arrows to his head and is still walking, you have passed the whole concept of meat points and death.


kyrt-ryder wrote:
Albatoonoe wrote:
does anyone actually like the idea of hit points as meat points?
I do!
seekerofshadowlight wrote:
HP's are a simple system but fail pretty hard when you try to make each hit mean its a stab or a slice that cuts into you.
Environmental Damage [Falling, Lava etc etc] says hi.

That kinda proves my point. If you fall into lava, its not gonna be take xd6, is damn..roll a new char. HP's are not damage, they are an abstraction to see how long your pc can keep going.

If you guys want a hit/damage/wound/ meat point system. HP is not and will never be that system.


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The way have always explained HP's to new folks is its an abstraction about avoiding taken a deadly blow. A "hit" is not being stabbed or really being sliced into every time. Its "almost" or maybe a glancing blow or a graze, but nothing like being sliced with a sword or stabbed. When you take 1d8+4 from an Orc, you are not slicing that orc, you are wearing him down and when you get to (0) he has made a mistake, you you slipped though his defenses or whatever and nailed him.

HP's are a simple system but fail pretty hard when you try to make each hit mean its a stab or a slice that cuts into you.


Good luck to everyone.


Malwing wrote:

Who is really edition warring really? Its been a while since I checked up on this thread but the gist I'm getting is that 5th ed is good but some of it's mechanics can stay the hell away from Pathfinder because it's fine staying over in 5th ed.

I did not say anyone was. I said the whole thing was crazy. At my Flags the about half the 5e group is half the PF group. Folks can and do play many systems.


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Morzadian wrote:


I don't dislike D&D 5e it's just a different game to Pathfinder. And yes I prefer Pathfinder.

This conversation is healthy for all of us. It gives us a greater understanding of both systems and past systems.

Agreed, the whole edition wars stuff is crazy. I like systems, I have yet to see any system that does not have at lest one neat idea.


Morzadian wrote:
seekerofshadowlight wrote:

HP's in 5e are not wounds, they are luck more than anything. You avoid a big it, you take bruises, you have some scratches or minor wounds. 2nd wind is you "walking it off" or working though it.Also recall in 5e you "heal" 100% after a long rest.

You guys recall star wars revised vitality/wound system?

If D&D 5e's hp are not wounds and are just a way of measuring good luck and bad luck, why are they called hit points and why does healing spells, heal hit points.

It's a case of a dissociated mechanic pretending to be associated. Or what you said is simply misleading and they are in fact a measure of wounds or vitality.

HP in basic D&D were also not wounds. They were luck and avoiding a wound. This is what the PHB says about HP's

Hit points represent a combination of physical and mental durability. the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

So no, hits are not wounds. You also regain all your HP after an 8 hour rest, also putting lie to the idea that each hit is a wound. As for healing, its a left over name. Minor spells can gain HP but not do things like a "true" healing spell and remove poison or fix limbs

I mean look at video games. HP is HP and not really you getting hurt, nore is healing fixing wounds. Its just a way to show your health.


Morzadian wrote:


IMO recovery and healing should work quite differently.

And powerful recovery influences the types of games that will be played. If martial characters can fully recover indefinitely between battles it makes no difference if you have 5 encounters or that you have 1 encounter.

I know 5e is not your thing, but have you seen the lingering wound option from the 5e DMG? I think the biggest issue some folks are having is they are thinking HP are wounds and that is not the case in 5e.

Lucas Yew wrote:
I see that someone has read my very mind on this mess! :)

Nice to see someone who agrees.


HP's in 5e are not wounds, they are luck more than anything. You avoid a big it, you take bruises, you have some scratches or minor wounds. 2nd wind is you "walking it off" or working though it.Also recall in 5e you "heal" 100% after a long rest.

You guys recall star wars revised vitality/wound system?


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wraithstrike wrote:


This is interesting. Most AP's have that one or two TPK level encounter but overall I see them as normal or easy. I know my current group would has no trouble with the encounters as written. I always have to buff them up.

YMMV, I have seen some groups have cake walks, even a group I ran in RL Savage tide with zero casters dominate it. And I have seen groups who were not optimizes get TPKed left and right. Not because of bad decision, not because of "Bad" builds, but because they made non optimized build choices.


Morzadian wrote:

Lets look at the difference between D&D 5e and Pathfinder in relation to published adventures.

I never said they were boring. Paizo's Ap are hands down anything but boring. What I said is the perception they have is they are often grindy, pron to TPK's and almost demand system mastery and optimization.

I would say, as I have ran three of these, that the last is for sure true. Its geared toward optimization IMO. Groups who do not do this have a much harder time.


Morzadian wrote:


APs are marketed to people new to the game? Is there any evidence of this.

I'm currently playing ROTRL Anniversary edition and it is very hard. Close to a TPK a few times.

The one complaint seen elsewhere, over and over is the AP's are too grindy, to TPK happy and take far to much system mastery to play for most people.


I have stats done, I'll try and get them and story posted by the end of the weekend.

I also agree you have to prune it down, that is simply the nature of the beast. I know however, it works far better tis way then first come, first serve.


Snorb wrote:

Yes, fighters get four attacks per round in 5e. At level 20. (Or at level 5, but only once per combat thanks to Action Surge. =p)

Barbarians, monks, paladins, and rangers are stuck with one extra attack (gained at level 5.) If you multiclass into two classes with Extra Attack, you only get one extra attack unless you have enough fighter levels to grant two extra attacks.

(And before you say "What, the monk only gets two attacks per round?! HAX" the monk flurry is "Swift action: Two unarmed strikes. This costs one ki point.")

I just point it out as people have repeated and repeated, Oh even a wizard is as good as fighter in melee now. T be honest, I have no clue why the very idea of a bound accuracy concept is so off putting to folks. Almost every non-D&D game I have played has this concept built in some way.


I could be recalling this wrong, but in 5e only a fighter gets 4, maybe 5 attacks per round. Other melee classes can get 2, same with cleric of war and maybe someone else I have forgotten but fighters will always get more attacks, at the full amount.


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wraithstrike wrote:


I don't think I have seen you post in over 2 years.

I have not been active, I burned out rather fast and rather hard on 3.x. I had to close my pbp's which one I had run for years here and get my head cleared by playing something, anything else for a while.

I am in a better place now, so I am sticking my head back into it. I agree on the flavor thing. I would really like to see classes more generic and give flavor examples.


Morzadian wrote:
seekerofshadowlight wrote:
The game has also changed a bit since the playtest, greatly so depending on which version of the playtest was used.

For me the play-test got worse as time went on. I liked the Fighter iteration that had maneuvers and then came along second wind (non-associated mechanic) and bounded accuracy.

Found the nearest box of tissues and had a bit of a cry. I love playing martial characters with that make or break D20 rolling, and I was hoping to see a martial character that had options in combat, sadly it wasn't meant to be.

To each his own, I hated the play test version but ended up liking the finished game. I may turn out to change my mind with massive play, after all it took 13 years or so to burn out on 3.x.

I think wotc got skittish and went a bit farther from radical then they needed to with 5e. 4E went to far, 5e may not go far enough.I do agree with you martial characters should have options, the idea of maneuvers was a good one to use without going nuts with high numbers. I still think the idea behind bound accuracy could be good for PF2, but I do not wanna see it taken whole hog from 5e.

I think Paizo should look at it, what it does right, what it does wrong and find their own way to do it. You guys recall all the skill changes from the PF Alpha to the finished books? The first system was pure up Star wars saga skill system. That changed.


1 person marked this as a favorite.

The game has also changed a bit since the playtest, greatly so depending on which version of the playtest was used.


The like/dislike of bounded accuracy comes down to if you think high levels should be demi-gods and near unable to be harmed by mere mortals or not.

The ones who think they should be demi-gods are over looking that bounded accuracy in PF does not need to be just like 5e, its just used as an example of the fact you can indeed fix the math and not allow 47 mods to stack.

For myself, I have always hated the "look I am now a GOD!" of high end 3e.


I know this was sad news.


For the shear hell of it. I am gonna roll and see what I get.
I think I am gonna go human warlock here. I'll go ahead and roll my gold below the stat rolls.

4d6 ⇒ (4, 2, 1, 2) = 9 = 8
4d6 ⇒ (6, 5, 1, 3) = 15 = 14
4d6 ⇒ (5, 3, 4, 6) = 18 = 15
4d6 ⇒ (4, 5, 5, 3) = 17 = 14
4d6 ⇒ (6, 4, 6, 2) = 18 = 16
4d6 ⇒ (3, 4, 1, 5) = 13 = 12

Edit: Other than that 8, not bad at all.

starting gold
Ignore this roll 4d4 ⇒ (1, 2, 3, 4) = 10

Opps did not see the 3d6 there
3d6 ⇒ (6, 6, 1) = 13


I would like to know the same thing.


Create Mr. Pitt wrote:


This sounds like a different game.

Technically so was Pathfinder, and 3e and 3.5. To me it sounds like issues with the underlaying system I feel need fixed.

kyrt-ryder wrote:

What exactly is wrong with Saves?

What's the problem with Skills DCs?

Saves either you are really good at it or you suck so bad you are about bound to auto fail it. And the divide of Good vs suck is mighty wide

Skill DC is kinda the same issue, its more an issue of the system not keeping up with the DC's. You either are god at a skill or ya hope to gods you roll high as freak.


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Ok, beside the bounded accuracy good/ no its the work of arch devils argument. I am gonna go ahead and put down what I feel PF 2e should go in. Recall guys this is just my opinions based off my own taste.

1: Something akin to Bounded accuracy. I want the mods cleared out, reduced and the math capped. It need not be done in the same way as 5e, but the lack of balance, rocket tag rules and the sheer amount of work at high end and with optimization drove me away from 3.x at last.

2:Spells need heavily redressed and the caster/non caster divide closed. Caster should not rule the game

3: BAB needs fixated and the ever worse extra attacks need dead. If you grant an extra attack its just that. Not a way worse attack

4:No more magic xmass tree/no need to have magic items. Magic should be cool and fun, not required.

5: I want healing for every class. You should not have to have a healer. If you want to call HP's vitality to make it not magical, cool.

6: Fewer classes but more customizable/ robust classes. Bake in the archtype concert and allow for broader classes

7: Please for the love of all that is holy, if you can not kill the evil that is Vancian casting. At the very lest add another non-vancian spellcaster class option.

8: Feats should be cool, not a +2 to this or a +1 to river dancing. They also should not be traps and all should be about the same power level

9: Some of those "feats" should be basic class abilities

10: Fix freaking saves

11: Ditto wth sklls DC and make fewer, but broader skills


So far we have
Unnamed - Sun Elf-Bard (Daway)
Aethorduil Tarathiel - Half elf - Paladin (Helamen)
Victor "Vic" Lofliss - Half elf - Rogue (Filios)
Malachi Truth - Tiefling - Warlock (scanford)
Ember Draymon - Fire Genasi - Wizard (Kip84)
Aer'rit*l'l'en*kal - Aarakocra - Paladin ( PrismaticMonk)
MacKeth - Half Orc - Fighter (The Doom That Came to Sarnath)
Belwar Seamfinder - Svirfneblin - Ranger (Cutlass)
Jack Swift - Human - Fighter (DMRaven)
Dwomduri Thundercrag - Dwarf - Cleric (Choant)
Maragak "Redfeather" Athunileanar - Goliath - Paladin (seekerofshadowlight)
Sana - Human - Monk (Daniel Stewart)
Eleanor - Elf - Druid (Eponine Lokrien Savet)
Kreen Ullekka - Aarakocra - fighter (Jiggy)


Some of us think it would be good for PF 2e, but yes that topic needs moved elsewhere.


Morzadian wrote:


Which is perfectly fine, everyone wants something different from role-playing games and I'm happy there is an alternative system that accommodates to your needs more effectively.

I tend to like all kinds of systems and do not play just a single system. I do think PF needs simplified and the bloat handled and to jettison much of the 3.x baggage that simply does not work as it should.


Morzadian wrote:
seekerofshadowlight wrote:
Morzadian wrote:

I have played D&D for over 30 years and your statement is a complete fabrication.

Absolutely false.

How so? Its very much in line with my 23 years of D&D tells me and with the many issues older edition players have with 3.x. The power level went well past 11.

If someone thinks a lowly orc could be a threat to a 5th level AD&D fighter and that peasants could kill dragons has NEVER played AD&D and knows absolutely nothing about it.

D&D 3.x made many changes but continued the legacy that Gygax started. 3.x was well received by the vast majority of older players.

1: I misunderstood what he was saying, or at lest how you guys took it. I took it to mean the power level vastly shifted, not that orcs were always a threat at high level.

2: I ran 2e for 8 years man, do not presume to know what I know about the system. ( Edit: not being snearky, although it did come off that way.Sorry about that)

3:Most folks happily switched, but not all of them did and a good part did not stay. Among those being "super heroes in D&D" was a common and frankly fair claim. Many others where chased off by the growing complexity of the system or/and its many issues and flaws.


Seerow wrote:
seekerofshadowlight wrote:
Morzadian wrote:

I have played D&D for over 30 years and your statement is a complete fabrication.

Absolutely false.

How so? Its very much in line with my 23 years of D&D tells me and with the many issues older edition players have with 3.x. The power level went well past 11.
Note: The argument is not over whether or not 3e increased the power level (it did); it is over whether numbers scaled quickly enough to invalidate orcs numerically by mid to high levels (they did).

Far point. I misunderstood then. For myself I like the fact orcs are always a threat. Who knows if this will work out long term but as of now, I like it. I also do not miss rocket tag or the half page of mods on x player for this fight.


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Morzadian wrote:

I have played D&D for over 30 years and your statement is a complete fabrication.

Absolutely false.

How so? Its very much in line with my 23 years of D&D tells me and with the many issues older edition players have with 3.x. The power level went well past 11.


TriOmegaZero wrote:
Morzadian wrote:
Bounded Accuracy strips away the concept of level.
Really? No matter what differences there are between a 1st and 20th level character, if they have a system keeping them within the bounds of the RNG then levels are meaningless?

Levels still matter, often a great deal. But it lowers the range, you are no longer demi-gods walking among mere mortals. You are simply tough, very skilled mortals.


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Bill Dunn wrote:
TriOmegaZero wrote:
IS the wizard as skilled as the warrior with weapons? Or do they just have the same class bonus?

Generally not. Their proficiency bonus is the same, but they likely haven't put their best rolls in the physical stats that govern weapon combat rolls. They also get fewer attacks per attack action and are proficient with fewer weapons.

They are probably as good with their spells as a fighter is with his weapons, though.

I had this kinda argument with someone last night. "oh a wizard gets the same modifier? well archers now suck as everyone can be a great archer". People are not looking at the whole, only parts and without any understanding.

I guess it should be noted I really, really like bounded accuracy.


Which is not named for a second hidden world!


Can you tell us more about this? Some hooks or what setting you are using? Also,I do not think disallowing feats is the issue. The fact is every new house rule you make you lower the player pool. On here the 5e player pool is small right now anyhow.


Rolling starting cash here. starting gold: 5d4 ⇒ (4, 4, 4, 3, 1) = 16

Ok here is what I have. I will post it here as there is no need to make an avatar unless I get into the game. I will also post his history, which I broke up into two parts.

Background Part I :Earning his name:

When Maragak was a young boy, he was fascinated by the Red hawks that soared along the peaks of his homelands. The way they glimmers and flew among the snowy peaks, he shin of those fine, bright feathers. Maragak was but a youngling and he decided one would be his. Yes, a young chick from a nest would make a fine hunting companion. Many of the others ridiculed him, after all how could one catch such a fast beast.
Maragak had seen the nest however, jutting off the side of the mountain upon a snowwood tree whose roots barely kept its oversized trunk anchored to the maintained. It would be dangerous, but it would be a challenge and Maragak would have his Hawk! Maragak found the nest and waited in the snow and wind most of the day for the Red Hawk to leave its nest of chicks. When it did he made his move, swiftly climbing the shaking tree toward the chipping nest of his goal.
Red hawks however, do not leave a nest ungraded for long and the mother retuned as Maragak was making off with his prize. With a fury she descended on the young goliath and in his hast to keep his eyes and not plummet from the tree, Maragak dropped his prize. His powerful lead from the tree uprooted it and sent the tree and the nest off the Cliffside. The Red Hawks fury almost cost Maragak his eyes and in a panic he killed the hawk with a stone as it ripped into him.
He returned to the camp defeated, bleeding and with nothing but a handful of red feathers to show for his ambition. The Elders dubbed him Redfeather for both is ambition and his failure. It is a name that stayed with him, a name that drove him to do better.

Background Part II: Finding his path:

Maragak Redfeather Athunileanar, grew to young adult hood among the misty mountaintops of the Nether Mountains. Often well out of the range of the orcs and hobgoblins who made the lower elevations their homes. His clan hunted and ranged the uppermost peaks, never staying one place long but often using many of the same areas.
Even the upper reaches of the Nether Mountains are without ruins, as the history of the land is a long one. One such ruin, a broken, a half buried structure served the Athunileana clan well as a camp. It held a deep well, some defensible rooms and made fine shelter when in the area. And it was here his clan were when the outsiders came looking for a forgotten relic.
The Athunileana, like all goliaths were fierce fighters, but the attackers came at night, in numbers and with the command of powerful magic. Redfeather was left for dead in the snow, tossed across the peaks by powerful air magic. He crawled on broken limbs back to the ruins, to the shattered and defiled remains of his now dead clan. His hate burning, the one thing that may have forced him to live was that burning hate that need for revenge. It was then, surrounded by his dead, broken and crying for vengeance he heard the pearl of thunder cross the ruins three time.
Broken and with a fever he covered his dead with stones and fled deep into the ruins and waited to die. But Redfeather’s hate was strong and he slept with a fever as his body healed. He slept and he dreamed and in his dreams the lord of three thunders came to him. In his dreams he saw his path, he saw the need for vengeance, the dead that cried out for it.
When Redfeather walked away from the ruins and down the Nether peaks that spring, he did not walk down just as a lone survivor of a dead clan. He did not walk as just a recovered ruin. No, he walked down as a vessel of Vengeance, a reforged tool for Retribution, a champion of the Doombringer. A Paladin of Hoar.

Maragak "Redfeather" Athunileanar
Race:Goliath
Alignment: Lawful Neutral
Deity: Hoar
Background:Outlander
Class: Paladin

__________________________________________________________
Basic Statistics
__________________________________________________________
Speed:30
Init:+0
Passive Perception: 13 (+1 wis,+2 Proficiency)
Hit Dice: 1d10
Proficiency Bonus:+2
Saves:Wisdom, Charisma
__________________________________________________________
Combat
__________________________________________________________
HP:12
AC:
18(Chain mail+shield)
or 16(Chain mail)
or 12(shield)
or 10(nothing)
Attack: +5 Melee or +2 Ranged
+5 Warhammer (1d8+3)
+5 Hand axe(+2 if thrown) 1d6+3
+5 Dagger (+2 if thrown) 1d4+3
__________________________________________________________
Stats
__________________________________________________________
STR: 17 (+3) | 9 points (15+2)
DEX: 10 (+0) | 2 points (10)
CON: 12 (+1) | 3 points (11+1)
INT: 10 (+0) | 2 points (10)
WIS: 12 (+1) | 4 Points (12)
CHA: 14 (+2) | 7 points (14)

__________________________________________________________
Proficiencies
__________________________________________________________
Basic:Athletics,perception,Survival,Intimidation,Medicine
Tools:None
Music Interments:Horn
Languages:Common,Giant,Orc

__________________________________________________________
Racial Abilities
__________________________________________________________

Spoiler:

Stone’s Endurance:You can focus yourself to occasionally shrug off injury. When you take damage,you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled,and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born: You’re acclimated to high altitude,including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.


__________________________________________________________
Class Abilities
__________________________________________________________
Spoiler:
(Background)
Wanderer:You have an excellent memory for maps and geography,and you can always recall the general layout of terrain,settlements, and other features around you. In addition,you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
__________________________________________________________
(Class)
Divine sense:(3 uses)Until the end of your next turn, you know the location of any celestial, fiend,or undead within 60 feet of you that is not behind total cover.you know the type (celestial,fiend,or undead) of any being whose presence you sense, but not its identity.Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest,you regain all expended uses.

Lay on Hands:(5 hp)Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.


__________________________________________________________
Gear
__________________________________________________________
Spoiler:

160 starting wealth
-75gp chain mail
-10GP Shield
-15gp warhammer
-15GP 3 hand ax
-02gp dagger
-10GP Explorer's pack
-03GP Horn
-05GP Holy symbol
-02sp Mess kit
-05sp Tinder box
-05gp Hunting trap
-04gp 2 sets travelers cloths

coin: 15 gp, 3 sp


Nohwear wrote:
seekerofshadowlight wrote:
This is forgotten realms right? I am not up with the post 4e realms but Hoar is still around right?
It is Forgotten Realms, because I do not feel like converting. That god is not mentioned in the PHB, however I am that familiar with the lore myself.

I was simply checking. I was thinking of a paladin of Hoar, I do not think it requires any conversion.


This is forgotten realms right? I am not up with the post 3e realms but Hoar is still around right?


Posting interest, character will be up by Monday.


Few GM's tend to allow psionics. You will always find some that love them, but many do not. Darksun and Eberron are the only two settings I can think off ff hand that had psionics built into the setting.

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