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143 posts (183 including aliases). No reviews. No lists. No wishlists. 2 aliases.




So two guys just made wishes to a genie they found. I ALMOST got one to wish to know the rules of the wishes, but he caught on after he asked the rules and I said "Do you wish to know?" very casually :) I'm looking for creative responses to these wishes like tricky Djinn would come up with.

Here are their exact words they used in the request.

"I want a magical weapon that doesnt hurt me and the right size for me to wield, and that can kill my enemies."

And the orator bard wished: "I'd like a ring or an amulet or some sort of similar item that would give me a great boon to my oratory proficiency without giving me any problems whatsover"


Its a hodgepodge really, help would be appreciated.

Firstly, I have a player who wants a gunslinger pirate. Its her first roleplaying experience, and I want her to be able to do what she has her heart set on. But I have heard bad things about the class, and was wondering what the most popular arguments and, more importantly, fixes for it were.

Secondly, do Witch hexes have somatic or verbal components? I find no mention of it, and if not, can they be done without knowing who did them?

When stealthing, and you say, shoot an arrow or cast a spell at someone, do they instantly know where you are now? I know if I got shot by an arrow in the dark, I would be confused to where it came from.

How does surprises and initiative work. A player will be talking to an NPC and want to suddenly stab him. I tell him to roll initiative first, and he said there is no way the person knows he is about to get stabbed.
I understand this logic, but also pointed out to them that that meant any enemy they came against could just come up and attack them with no recourse before they got to react. What is the correct way of doing this?


I have heard it said that they are underwhelming, though looking at them I see they have lots of useful abilities, at least seemingly.

What would be the simplest fix, what do they really need to have a clear role? Full BAB? Better passive abilities? For my campaign.


Hey all. Im interesting in taking part in a PBP and wanted to see what was available. But its hard to pick out what has and hasn't already filled up . Is there a seperate subforum for rolecall?


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So one of my players is going to be an Urban Barbarian who is basically a soccer hooligan, but he needs a sport to get all angry about!

I was wondering if anyone had any ideas for a cool fictional sport that crowds of people could watch and get into. No magic or very little, but it can be far out.

My original thought was something like arena sized tether-ball with a large stone spiked ball, but it didnt quite come to fruition in my brain.


I've seen the concept of DR based armor tossed around quite a bit, and I'm very keen to try it out. But has anyone actually set down and tried writing out a system for it? If so, what is the best version?


Simply that. I feel its not something I want in my lowish powered campaign, and it kind of takes away from the expertise of the stealthy ninja when he can simply turn invisible.

What would be a good spell or spell like ability to replace this?
Im not that familiar with the massive spell list but something perhaps that cloaks you in shadows, gives you bonuses to stealth checks, or something like that without pure invisibility at level 2.


So I am running a Pathfinder game with no alignment, but this makes Paladins a difficult predicament.

Now I've already ruled that we will be simply using common sense for a general feel of how a character is acting. Furthermore I have ruled that a Paladin can serve any diety, fulfilling the role of a holy warrior for any deity, like a more militant cleric.

This brought up some problems, however, such as where to draw the line on healing and harming, or if paladins serving darker deities should be able to heal. What about nuetral deities?

I was hoping to find an archetype, but none suitable were found.
Basically, I am looking to find good replacements as in a homebrew archetype for things such as detect evil and such, because my character wants to use a neutral deity serving paladin who is kind of evil.


So after a few years, got 4 players and me getting back into DnD, with Pathfinder being the obvious choice for us. Now, I am trying to get rapidly back up to speed and had some questions.

I am very concerned about balance, so does anyone have any houserules, suggestions, etc for how to deal with magic vs non-magic using classes in-party, spells or classes to ban, the roles of each class, stuff I should watch out for?

Any good stickied threads or guides that deal with stuff like this?

Also, any guides on making worlds, and good premade world links?