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Goblin Squad Member. Organized Play Member. 25 posts. No reviews. 2 lists. 1 wishlist. 2 Organized Play characters.



Liberty's Edge

Any advice for estimating the CR of the below trap would be greatly appreciated:

Acid Pit Trap CR ??
Any object weighing more than 100 pounds causes the floor to collapse, dropping anyone in the area of the trap 40 feet into a pit with a 10 foot deep layer of acid at the bottom.
Type mechanical; Perception DC 20; Disable Device DC 15
Effects
Trigger location; Reset manual
Effect 40-ft.-deep pit (1d3 non-lethal falling damage plus 10d6 acid per round of contact); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

Thanks.

Liberty's Edge

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
This pale-skinned elf stands in a battle-ready pose, his hair black as night, and eyes white and pupilless.

DEEP ELF
CR 1/3
XP 135
Deep Elf Warrior 1
CE Medium Humanoid (elf)
Init +5; Senses darkvision 120 ft., low-light vision; Perception +4

DEFENSE
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 5 (1d10)
Fort +2, Ref +5, Will +1
Defensive Abilities bond to the land (favored terrain [underground])
Weakness light blindness

OFFENSE
Speed 30 ft., terrain stride (favored terrain [underground])
Melee Masterwork Dagger +7 (1d4+1/19-20)

STATISTICS
Str 12, Dex 20, Con 11, Int 10, Wis 12, Cha 13
Base Atk +1; CMB +2; CMD 17
Feats Weapon Finesse
Skills Perception +4, Stealth +8, Survival +2; Racial Modifiers +2 Perception, +2 Stealth, underground sneak
Languages Common, Undercommon
Gear masterwork dagger

ECOLOGY
Environment underground
Organization pair, squad (3–4), patrol (5–8), or war party (10–40)
Treasure NPC Gear (leather armor, light steel shield, dagger, hand crossbow with 20 bolts, deep elf poison [2 doses], 3d6 gp, other treasure)

SPECIAL ABILITIES
Bond to the Land (Underground) (Ex) +2 dodge bonus to AC when underground.
Darkvision (120 feet) Deep elves can see in the dark (black and white vision only).
Light Blindness (Ex) Deep elves are blinded for 1 round in bright light, and dazzled as long as they remain in it.
Low-Light Vision Deep elves see twice as far as a human in low light, distinguishing color and detail.
Poison Use (1/day) (Ex) No risk of accidentally poisoning yourself.
Terrain Stride (Underground) (Ex) Deep elves are not slowed by difficult terrain when underground, unless magically manipulated.
Underground Sneak (Ex) Gain additional +2 to Stealth underground.

Liberty's Edge

I was re-reading the spell description of hallow recently and took notice of the following (my highlights):
"Spell effects that may be tied to a hallowed site include aid..."
This implies that other spells can be tied to a hallowed site. Would plant growth be a spell that could be reasonably tied to a hallowed site and if not, why not?
Thanks in advance for constructive advice.

Liberty's Edge

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:
"Skills: A zombie has no skill ranks.
Feats: A zombie loses all feats possessed by the base
creature..."
I assume that even though it does not state outright that it's the case, the zombie loses all skill ranks possessed by the base creature too, due to losing all Int?

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.

Liberty's Edge

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:
1. Enchantment
2. Divination
3. Summoning (outsiders/undead)

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:
1. In Strands of Fate, I could control the amount of magic by requiring Fate Points to be spent to use magic. If I do this in PF, will this make the magic-using classes significantly weaker than the standard PF classes (who would have their FPs in addition to their class abilities)? If so, how do I balance this out? Extra FPs for these classes? That can only be used for magic?
2. If I don't require magic-using classes to use FPs for magic, how else can I limit magic? Fatigue? Limited 'x per day' class abilities? Social influence (e.g. fear of magic)? I don't like backlashes or insanity as this punishes the character too much in my opinion and makes the game less fun.

For those who want a free sneak peek at what Fate Points & Aspects are, visit:
Fate Points & Aspects for D20 Sample Chapter
Another free interesting take on Aspects for D&D (although for 4e) can be seen here:
Heroic Traits for D&D

Thanks in advance for any help.