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Any advice for estimating the CR of the below trap would be greatly appreciated: Acid Pit Trap CR ??
Thanks.
I decided I wanted a toned down version of drow for my homebrew that could be used as a PC without level adjustments or similar, with a look more relevant to living underground for aeons. I used the Race Builder rules. Let me know what you think: DEEP ELF
DEEP ELF
DEFENSE
OFFENSE
STATISTICS
ECOLOGY
SPECIAL ABILITIES
I was re-reading the spell description of hallow recently and took notice of the following (my highlights):
I am trying to use Hero Lab to create a Pixie Zombie and coming up against some issues that relate to the PF rules for the Zombie Template (PF Bestiary I, p.288/9), which I need clarification on: 1. Hero Lab does not allow application of the zombie template to a pixie as the pixie has NG alignment. My understanding of the zombie template is that the base creature's alignment changes to NE. I am assuming that a base creature being NG does not restrict the use of the zombie template? 2. The Hero Lab pixie zombie retains Acrobatics and Stealth skills (as well as Fly) in the Statblock output. I was interested to read the following in the Bestiary Zombie template:
3. The Hero Lab pixie zombie retains all its spell-like abilities in the Statblock output - I assume this is incorrect (since it loses all Special Attacks and most Special Qualities) but could not find any entry in the zombie template where it states that a zombie loses all spell-like abilities of the base creature. The phrase at the beginning of the template creation section "It uses all the base creature’s statistics and special abilities except as noted here" (italics mine) gave me pause for thought. 4. The Hero Lab pixie zombie retains its Languages in the Statblock output. Again, I assume this is incorrect due to lack of Int (especially considering the lack of Languages mentioned in the Human Zombie example). Any help appreciated.
I recently discovered and purchased the excellent 'Fate Points & Aspects for D20' from 4th Dimension Games after spending the last while using Strands of Fate (Void Star Games) for my gaming. I'm thinking of developing a PF homebrew where I remove all the main spellcasting classes (and change the minor spellcasting classes to be non-spellcasting using archetypes). Instead, I want to replace the main spellcasting classes with three magic-using classes that depend on the use of Fate Points and Aspects for limited magic similar to the following PF schools/specialty:
I'd appreciate any ideas to help with balancing these classes against the other PF classes (and any other constructive thoughts/ideas). My thoughts/concerns are as follows:
For those who want a free sneak peek at what Fate Points & Aspects are, visit:
Thanks in advance for any help. |
