Pathfinder RPG Preview - Rules and Mechanics from the PaizoCon Banquet


General Discussion (Prerelease)

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Scarab Sages

HAH! I'm so happy that stuck. Assuming you are the same cat-killer and there weren't multiple cat-killers, then I am definitely glad I played a pregen that day instead of DMing.

It shall last forever!

Scarab Sages

Gorbacz wrote:
Dwarfs ? Who cares about the stunties, what's worth a person that's so short and fat that he even can't reach his bottom with his hands anway... :P

looks at the dwarf from the Preview on the blog...

"I'm pretty sure he can reach his bottom with those kneescratchers..."

Scarab Sages

Eric Tillemans wrote:
Yes, it is my name. I believe Jason ran the Cursed Lot on 2 different days, so maybe you're confusing me with the other paladin?

I think so then, 'cuz I thought the paladin player was Zachery. Didn't know he ran it twice.


Eric Tillemans wrote:

I can confirm(or reveal) a few other things from the game with Jason I was in:

1) Paladins have full channeling ability. The paladin I was playing could heal 3d6 with his channeling as a 5th level paladin. However, I had 4 uses per day of lay on hands and in order to channel I had to spend 2 channeling uses.

2) Divine bond was usable 1/day and lasted 5 minutes. I had the choice of adding either keen or the flaming ability to the weapon.

4) When you take enough damage to go into the negatives (whether it be from a fireball or stabbing yourself to death..or a combination of those...yes, I said stabbing yourself to death) you do not die until reaching a negative score equal to your constitution and you can make a constitution check (DC unknown as Jason wouldn't spill the beans) in order to stabilize.

5) Being cursed can really suck! (or be a lot of fun, depending on how you look at it)

WOOHOO!

I've been arguing with people for 5 years now that death shouldn't be -10hp, it should be -CON. And I houseruled that stabilization is a CON check in my own game. The healthier you are, the more likely you should be to stabilize.

Liberty's Edge

Eric Tillemans wrote:
1) Paladins have full channeling ability. The paladin I was playing could heal 3d6 with his channeling as a 5th level paladin. However, I had 4 uses per day of lay on hands and in order to channel I had to spend 2 channeling uses.

Assuming you had a Charisma modifier of +2, that exactly matches the forum version of the paladin. Excellent. Paladins really are the second-best healers in the game now. How did your lay on hands work?

Eric Tillemans wrote:
2) Divine bond was usable 1/day and lasted 5 minutes. I had the choice of adding either keen or the flaming ability to the weapon.

Interesting. Sounds like merciful and defending might have been dropped from the list (or might have just been dropped from the pregen, to make things a little easier). Otherwise, also the same as the Beta/forum paladin.

Eric Tillemans wrote:

4) When you take enough damage to go into the negatives (whether it be from a fireball or stabbing yourself to death..or a combination of those...yes, I said stabbing yourself to death) you do not die until reaching a negative score equal to your constitution and you can make a constitution check (DC unknown as Jason wouldn't spill the beans) in order to stabilize.

Statistically, in order to approximate the odds of the 3.5 percentage chance, it should be a DC 19 check, but I somehow doubt that's going to turn out to be the case...


Shisumo wrote:
Assuming you had a Charisma modifier of +2, that exactly matches the forum version of the paladin. Excellent. Paladins really are the second-best healers in the game now. How did your lay on hands work?

I never used the ability, but read it a couple of times so I may get it wrong, but I think each use of lay on hands was: Heal for 2d6 plus remove fatigue & sickened states if the target has those effects. Also, from the banquent preview I saw that the number and types of states removed from a lay on hands use increases with paladin level. I'm unsure, due to it being a pre-gen, if the paladin gets to pick which effects are healed by a lay on hands use or if the list is static.


Eric Tillemans wrote:
I never used the ability, but read it a couple of times so I may get it wrong, but I think each use of lay on hands was: Heal for 2d6 plus remove fatigue & sickened states if the target has those effects. Also, from the banquent preview I saw that the number and types of states removed from a lay on hands use increases with paladin level. I'm unsure, due to it being a pre-gen, if the paladin gets to pick which effects are healed by a lay on hands use or if the list is static.

The impression I got is that you choose your mercies as your abilities increase. Similar to the way rangers choose additional favored enemies and each time your use the ability to heal you also remove any conditions which you have mercies for.


I don't know, a half-orc with bonus in charisma? I would prefer it if half orcs choose between str, con and wis, while half elves between dex, int and charisma...

Still nice to have all the new rules presented. Thanx a lot!

Also it seems power attack modifiers increase at 1st level at 4th and every 4 levels after?

Scarab Sages

John John wrote:
I don't know, a half-orc with bonus in charisma? I would prefer it if half orcs choose between str, con and wis, while half elves between dex, int and charisma...

You don't think a half-orc could have a particularly powerful force of personality, enough to lead his orc brethren in an army? :D


Karui Kage wrote:
John John wrote:
I don't know, a half-orc with bonus in charisma? I would prefer it if half orcs choose between str, con and wis, while half elves between dex, int and charisma...
You don't think a half-orc could have a particularly powerful force of personality, enough to lead his orc brethren in an army? :D

NO!

To lead his orc brethren he needs:
a) Angry stare
b) Huge muscles
c) Cool great axe
d) Ranks in perform(Metal)

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