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    Default LA 0 Playable Vampires! (3.5 PEACH)

    Vampire



    "He can't get in without an invitation!" *the window breaks, and a molotov cocktail explodes, blowing the door open* "You don't need an invitation if there's no house!" -Fright Night

    Some historians claim that the legend of vampires started in Transylvannia during the rule of Vlad the Impaler, others say it was the result of uninformed commoner's descriptions of victims of anemia in old times.

    Regardless of how the legends started, the fact is that vampires are the sexiest, baddest, deadliest undead around, and if a player wants to roll one, he should be able to without dealing with a +8 Level Adjustment.


    Creating a Vampire
    "Vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

    A vampire uses all the base creature’s statistics and special abilities except as noted here:


    Size and Type:

    The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

    Hit Dice:
    Increase all current and future Hit Dice to d12s.

    Speed:
    Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).

    Armor Class:
    Same as the base creature

    Attack:
    A vampire retains all the attacks of the base creature. If the base creature can use weapons, the vampire retains this ability.

    Special Attacks:
    A vampire retains all the special attacks of the base creature and gains those described below.

    Blood Drain (Ex):
    A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

    Charm (Su):
    A vampire can set a person's mind at ease just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save (DC 10 + 1/2 character level + Charisma mod) or fall instantly under the vampire’s influence as though by a charm person spell (caster level equal to the vampire's HD, to a maximum of 12th at 12th level). The ability has a range of 30 feet. The vampire may only use this ability once per day per character level, to a maximum of 3 times per day at 3rd level and beyond.

    Curse of the Vampire:
    If the vampire drains a victim’s Constitution score to 0 or lower by using his Blood Drain ability, the victim returns as a vampire in 1d4 days, as long as it had 5 or more HD. The victim is a free-willed undead and his sire has no special influence or control over him.

    Special Qualities:
    A vampire gains retains all special qualities he had in life, but gains no new qualities.

    Abilities:
    As an undead creature, a vampire has no Constitution score.


    Challenge Rating:
    Same as the base creature, but +1 for every 2 [Vampire] feats the vampire has taken.

    Alignment:
    Always evil (any)

    Level Adjustment:

    Same as the base creature +0

    Vampire Weaknesses

    For all their power, vampires have a number of weaknesses.

    Repelling a Vampire:
    Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

    Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

    They are utterly unable to enter a home or other private residence unless invited in by someone with the authority to do so. A private residence is defined as a place that is owned by a specific person or person, legally. If no deed to the property exists, the space is treated as public to the vampire. A space whose total area exceeds 3000 square feet is never considered to be a private residence, even if a deed for such a space exists. However, inside one of these large spaces where a deed does exist, the vampire is unable to enter a private bedroom or other area whose primary purpose is for resting and whose ownership belongs clearly to an individual or a specific group of individuals who share the space equally (unless he has permission from the individual or from one or more of the group of individuals who own the space). Vampires may freely enter public places, since these are by definition open to all.

    A vampire is intensely weakened in direct sunlight. The vampire is unable to use any supernatural abilities he receives from this template or from any (Vampire) feats while he is exposed to direct sunlight, nor is he able to cast spells, spell-like abilities, manifest psionic powers or psi-like abilities, or use command word/trigger magic items while he is exposed to direct sunlight, no matter their source. The vampire's gaseous form is the sole exception to this weakness (but not his noxious form).

    Additionally, while a vampire is exposed to direct sunlight, he takes a -4 penalty to all attack rolls, skill checks, ability checks, opposed checks, and saving throws, and is treated as if his HD was 10 less than it actually is for the purposes of being turned or destroyed (but not rebuked or commanded) (minimum of 1 HD).

    The vampire is treated as an undead who has a weakness to sunlight for the purpose of certain spells, such as sunburst.

    Slaying a Vampire:
    Immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster.
    Last edited by NeoSeraphi; 2012-03-11 at 01:28 AM.

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    Stamina of the Undead Lord (Vampire)
    Even in undeath, you retain some of the toughness you held in life
    Prerequisites: Vampire, Must have had at least 13 Con before you died
    Benefit: You receive a +4 racial bonus on all Fortitude (Object) saves. Additionally, you may use your Charisma score to qualify for feats that have a minimum Constitution score, as well as for the save DC of any special attacks that have a save DC based on your Constitution score.


    Gaseous Form of the Undead Lord (Vampire)
    Prerequisites: Vampire, Character Level 5, Cha 13
    Benefit: You gain the gaseous form supernatural quality of the SRD vampire. This feat only lets you assume your gaseous form, it does not grant you the semi-immortality that the vampire's Fast Healing ability grants.


    Mist Form of the Undead Lord (Vampire)
    Prerequisites: Vampire, Gaseous Form of the Undead Lord, Character Level 12, Cha 16
    Benefit: Your gaseous form supernatural ability improves, to let you assume a toxic cloud, as the noxious form spell (Caster Level 12, Fort Neg DC 16+your Charisma score).

    Your flight speed in this form is 20 feet, but you cannot stay in this form indefinitely. The duration of this ability is normal for the spell (24 minutes).

    You may still use the gaseous form ability, and may remain in it indefinitely. This feat changes your gaseous form's caster level to 12.


    Tenacity of the Undead Lord (Vampire)
    As the frightened people surround you with pitchforks and torches, they scrape at your skin desperately and recoil in fear as your wounds heal instantly. The experienced hunter steps forward, shouting "Do not waste your energy! This foul beast may only be slain by a silver weapon!"
    Prerequisites: Vampire, At least one other [Vampire] feat, Character Level 9
    Benefit: You gain damage reduction 10/silver and magic. Your natural weapons are all treated as magic for the purpose of overcoming damage reduction. This is a supernatural quality.


    Regeneration of the Undead Lord (Vampire)
    Prerequisites: Vampire, Gaseous Form of the Undead Lord, Tenacity of the Undead Lord
    Benefit: You gain the fast healing ability of the SRD vampire (the entire ability, not just the fast healing 5). This is an extraordinary quality.


    Sweet Whispers of the Undead Lord (Vampire)
    Prerequisites: Vampire, Character Level 5th, Cha 15
    Benefit: You may now use your Charm supernatural ability at-will.


    Might of the Undead Lord (Vampire)
    Prerequisites: Vampire, Sweet Whispers of the Undead Lord
    Benefits: You gain a +2 bonus to your Strength and Charisma scores.


    Gaze of the Undead Lord (Vampire)
    As you corner the woman in the alley, she presses her back against the wall in fear, opening her mouth to scream in panic, but then, as she looks into your eyes, her voice leaves her. She steps forward, hesitantly, and offers you her delicious neck.
    Prerequisites: Vampire, Sweet Whispers of the Undead Lord, Might of the Undead Lord, Character Level 12, Charisma 15
    Benefit: Your Charm supernatural ability improves. When you make your gaze attack, your target must now succeed on a Will save, DC 10+1/2 your character level+your Charisma modifier or be dominated, as if you had cast the spell dominate person (caster level 12). At your option, you may still use your Charm ability instead.


    Fangs of the Undead Lord (Vampire)
    The paladin foolishly raises his holy symbol in a desperate attempt to repel you, but you knock it away, then open your jaws and lunge forward, eager to take a bite out of the paladin's juicy neck. He quickly covers his neck with his hands. You're just fine with that however, and you sink your teeth into his fingers instead.
    Prerequisites: Vampire, Str 13
    Benefit: You gain a natural bite attack. This attack deals 1d6 points of damage if you are Medium, and is treated as a primary natural attack. If this is your only natural weapon, you deal 1 1/2 times your Strength modifier with it when you attack with it alone, otherwise you deal your full Strength modifier on primary attacks with it. When you use your Blood Drain extraordinary special attack, you may also deal your bite damage, in addition to the Constitution damage of the ability. (This is treated as having made a bite attack for all intents and purposes, such as the Decay of the Undead Lord feat)


    Decay of the Undead Lord (Vampire)
    With just a touch, your prey staggers in surprise, and its attacks against you seem much more half-hearted, while you positively glow with energy.
    Prerequisite: Vampire, Fangs of the Undead Lord, Character Level 9
    Benefit: You gain the Energy Drain supernatural special attack. Whenever you strike a creature with one of your natural weapons, that creature gains 2 negative levels. You receive 5 temporary hit points for each negative level bestowed this way. These temporary hit points fade in 1 hour. In 24 hours, the creature must make a Fortitude save (DC 10+1/2 your character level + your Charisma modifier) to remove the negative levels. If they fail this save, those negative levels turn into real level loss. You may only use your energy drain attack once per round.


    Acrobatics of the Undead Lord (Vampire)
    Prerequisites: Vampire, Character Level 3rd, Climb 6 ranks
    Benefit: You gain the ability to scale any vertical surface, as if you were affected by the spider climb spell. This is an extraordinary ability.


    Talents of the Undead Lord (Vampire)
    Prerequisites: Vampire, Character Level 6th, Wis 15
    Benefit: Your natural gifts as a vampire develop, granting you increased skill with them. You gain a +8 racial bonus to all Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.


    Strength of the Undead Lord (Vampire)
    Prerequisites: Vampire, Improved Grapple, Fangs of the Undead Lord
    Benefit: Your Blood Drain special attack grows more powerful. You now drain 1d4+2 points of Constitution damage with each successful grapple check. As a constant secondary benefit, you receive a +4 racial bonus on all grapple checks.


    Commanding Presence of the Undead Lord (Vampire)
    Prerequisites: Vampire, Cha 15, Character Level 3rd
    Benefit: Your mere presence unnerves other lost souls, and cause them to hesitate and defy their masters. No mindless undead will attack you unless it is somehow mentally commanded or enraged, such as by a cleric who has commanded it or by the command undead spell. Additionally, all mindless undead who come within 60 feet of you must make a Will save (DC 10+1/2 your character level+your Charisma modifier) or be shaken for one minute. This is a supernatural ability, and affects undead specifically, even though they are immune to fear.

    Intelligent undead are able to attack you as they like, however, if their HD is lower than yours, they must still make the Will save or be shaken. If the creature in question is a vampire with lower HD than yours, he takes a -4 penalty on his Will save, out of respect for the one thing he truly fears.


    Transformation of the Undead Lord (Vampire)
    Prerequisites: Vampire, Fangs of the Undead Lord, Character Level 9th
    Benefit: You gain the Alternate Form supernatural ability of the SRD vampire. You may change forms into a bat, a dire bat, a wolf, or a dire wolf. You lose your natural bite attack and your Charm/Dominate ability, but you gain the natural attacks and extraordinary special attacks of your chosen form. If you have the Decay of the Undead Lord feat, it applies to any natural weapons you have in your altered form.


    Servants of the Undead Lord (Vampire)
    Prerequisites: Vampire, Fangs of the Undead Lord, Sweet Whispers of the Undead Lord, Transformation of the Undead Lord, Character Level 12th
    Benefit: You gain the Children of the Night supernatural ability of the SRD vampire.
    Last edited by NeoSeraphi; 2012-03-11 at 01:32 AM.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    While the original vampire template should by no means be LA+8, considering all these bonuses here, there is no way this is LA+0. This is one of the few things I consider Frank and K to have done well-balancedly with their Tome Vampire, as it remains vulnerable to mind-affecting effects and keeps its Constitution score while also becoming vulnerable to Turn attempts.

    As is, I'd rate this template at LA+2 or maybe +3. Making them affectable to some things undead are immune to or taking away their spider climbing and/or lowering Cold/Elec Resist to 5 would make it more solid in LA+2.

    I do really like the feats you added, aside from Regeneration of the Undead Lord, as it grants a lot in just one go without additional prerequisites that fit, like the last one.
    Last edited by Morph Bark; 2011-12-18 at 06:55 AM.
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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Take a look at this if you haven't seen it already. It may give you some ideas.
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    I think I'm going to climb on the "too strong" boat as well. A few suggestions?
    • Ditch the slam attack, which never really made in terms of popular vampire legends.
    • Take of the resistances-- again, I can't see a single lore-friendly reason they're there.
    • Remove all the special abilities (charm, spider climb, gaseous form, and so on), and add them back in as (Vampire) feats. That way the template isn't too strong, vampires don't get flooded with abilities, and players can customize their undead experience.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    I think I'm going to climb on the "too strong" boat as well. A few suggestions?
    • Ditch the slam attack, which never really made in terms of popular vampire legends.
    • Take of the resistances-- again, I can't see a single lore-friendly reason they're there.
    • Remove all the special abilities (charm, spider climb, gaseous form, and so on), and add them back in as (Vampire) feats. That way the template isn't too strong, vampires don't get flooded with abilities, and players can customize their undead experience.
    If I take all the special abilities away, then it's not a template. It's just granting them access to spend feats on special abilities.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    I think I'm going to climb on the "too strong" boat as well. A few suggestions?
    • Ditch the slam attack, which never really made in terms of popular vampire legends.
    • Take of the resistances-- again, I can't see a single lore-friendly reason they're there.
    • Remove all the special abilities (charm, spider climb, gaseous form, and so on), and add them back in as (Vampire) feats. That way the template isn't too strong, vampires don't get flooded with abilities, and players can customize their undead experience.
    Make 'em like Ghostwalk ghosts, that worked fairly well in my experience.
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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    There. I removed the resistances, spider climb, limited the Charm to once per day/lv, took out the gaseous form. Now he gets Blood Drain, Charm 1/day, +2 Str/+2 Cha, and a few skill bonuses, along with the undead type, all its strengths and weaknesses, and all vampire weaknesses.

    It's slightly stronger than the Necropolitan template, but only slightly, and I think the weaknesses and the forced alignment change balance it out.

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    Quote Originally Posted by NeoSeraphi View Post
    If I take all the special abilities away, then it's not a template. It's just granting them access to spend feats on special abilities.
    The thing about a LA+0 template is that it's pretty much impossible to balance. You already have a race that is, theoretically, balanced against other races. A LA+0 template is literally giving you something for nothing, which makes it quite hard to balance. The vampire has some pretty big weaknesses, but you're still getting 3 SLAs (all of useful spells, at that), bonuses to ability scores and useful skills, d12 HD, a reasonably effective natural attack, bloodsucking, and the undead type.

    Without the abilities, you're still getting the weaknesses and bloodsucking-- the most important parts of being a vampire-- as well as all the immunities from being undead and the ability and skill bonuses. You're unquestionably a vampire. After that, you can either develop your vampire-ness through feats, representing your character growing in power as he drinks more blood and embraces his vamperic side.

    On a side note, you forgot to include a DC for his Charm ability

    EDIT: swordsage'd!
    Last edited by Grod_The_Giant; 2011-12-18 at 01:16 PM.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    The thing about a LA+0 template is that it's pretty much impossible to balance. You already have a race that is, theoretically, balanced against other races. A LA+0 template is literally giving you something for nothing, which makes it quite hard to balance. The vampire has some pretty big weaknesses, but you're still getting 3 SLAs (all of useful spells, at that), bonuses to ability scores and useful skills, d12 HD, a reasonably effective natural attack, bloodsucking, and the undead type.

    Without the abilities, you're still getting the weaknesses and bloodsucking-- the most important parts of being a vampire-- as well as all the immunities from being undead and the ability and skill bonuses. You're unquestionably a vampire. After that, you can either develop your vampire-ness through feats, representing your character growing in power as he drinks more blood and embraces his vamperic side.

    On a side note, you forgot to include a DC for his Charm ability

    EDIT: swordsage'd!
    The DC for the Charm ability is listed under the "Special Attack" header, though now that it's his only Special Attack with a save, I guess I'll move it to the Charm section for ease of reading.

    How's it look now?

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    How's it look now?
    No longer CR+1, but other than that, pretty good. I'd be happy to let a player use it in an (alignment-appropriate) game.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    No longer CR+1, but other than that, pretty good. I'd be happy to let a player use it in an (alignment-appropriate) game.
    You don't think that the charm person supernatural attack and the undead immunities are enough to push it to CR +1? I suppose I'll drop it to CR +0, but add a note saying that for every 2 [Vampire] feats it has, it should get a +1 CR, seeing as those racial feats are much stronger than most.

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    Quote Originally Posted by NeoSeraphi View Post
    You don't think that the charm person supernatural attack and the undead immunities are enough to push it to CR +1? I suppose I'll drop it to CR +0, but add a note saying that for every 2 [Vampire] feats it has, it should get a +1 CR, seeing as those racial feats are much stronger than most.
    Seems fair.
    Last edited by Grod_The_Giant; 2011-12-18 at 01:34 PM.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Added a few more racial feats.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    How does "Regeneration of the Vampire Lord" grant Damage reduction.....

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    Quote Originally Posted by Elfstone View Post
    How does "Regeneration of the Undead Lord" grant Damage reduction.....
    Fixed that for you.

    Supernatural damage reduction is described in the Dungeon Master's Guide as taking the full damage of an attack and then instantly healing a part of it. (At least, that's how you describe it to your players/what it looks like to the characters)
    Last edited by NeoSeraphi; 2011-12-18 at 05:19 PM.

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    +2 STR/CHA, additional +2's to certain skills, undead type and all the perks that come with it, and the powerful charm person. Drawbacks mostly dependant on the DM and can range from crippling to negligible.

    I'd say this is a solid +1 template, not +0.

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    Quote Originally Posted by NeoSeraphi View Post
    Fixed that for you.

    Supernatural damage reduction is described in the Dungeon Master's Guide as taking the full damage of an attack and then instantly healing a part of it. (At least, that's how you describe it to your players/what it looks like to the characters)
    Yes but it is still somewhat misleading when you go in thinking of Fast Healing and get DR. Fluffwise, they do similar things. Crunchwise, they are quite different. It wouldn't hurt to have a known game term used to describe something in the game not used for it. Call it Endurance of... or Tenacity of... or some similar synonym and you curb confusion before it happens.

    Speaking of Endurance, Stamina of the Undead Lord seems kinda weak. Some bonus HP or something similar wouldn't hurt to make it more worthwhile.
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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by Dralnu View Post
    +2 STR/CHA, additional +2's to certain skills, undead type and all the perks that come with it, and the powerful charm person. Drawbacks mostly dependant on the DM and can range from crippling to negligible.

    I'd say this is a solid +1 template, not +0.
    You forget about the forced alignment change, the lack of a Constitution score, the vulnerability to turning and rebuking, immunity to morale effects, and the inability to adventure during the entire first half of the day, unless you are in a forest or a cave. (that's not "mostly dependent". The sun is the sun)

    Edit: Added a small boost to Stamina of the Undead Lord and changed the name of RotUL to Tenacity of the Undead Lord.
    Last edited by NeoSeraphi; 2011-12-18 at 06:42 PM.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Added a couple of new racial feats.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Commanding Presence: How exactly does a mindless undead become enraged? They're mindless, they don't feel much of anything for anybody or anyone, let alone be angry at them.
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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by Cieyrin View Post
    Commanding Presence: How exactly does a mindless undead become enraged? They're mindless, they don't feel much of anything for anybody or anyone, let alone be angry at them.
    I don't know, but I wanted to make sure there was that option, just in case there's some obscure spell or ability I don't know about.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Added Regeneration of the Undead Lord, Transformation of the Undead Lord, and Servants of the Undead Lord, and I'm done! Man, now I really want to play a vampire in a game! Maybe a vampiric longtooth shifter fluffed as a werewolf...

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    Man, now I really want to play a vampire in a game! Maybe a vampiric longtooth shifter fluffed as a werewolf...
    Sounds rather feat intensive, between enhancing the shifter and vampire sides.

    Speaking of Shifters, is there gonna be more work on the Shifter's Handbook?
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

    My badges! :D
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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by Cieyrin View Post
    Sounds rather feat intensive, between enhancing the shifter and vampire sides.

    Speaking of Shifters, is there gonna be more work on the Shifter's Handbook?
    That's what the generic warrior class in UA is for. Geez, is there nothing 11 unrestricted bonus feats can't solve?

    As for the Shifter's Handbook, unfortunately not. At least, not now. Between my new job and the Seraphi Homebrew Request Thread I've got too much on my plate at the moment.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    This. Is. Amazing. I can't wait to use this!


    Edit: Your homebrew is the best that I've ever seen.
    Last edited by Trodon; 2012-02-24 at 10:40 AM.
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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Quote Originally Posted by Trodon View Post
    This. Is. Amazing. I can't wait to use this!
    I'm glad you like it! Let me know how it goes.

    Also, that's an impressive avatar. You did that yourself? Very nice.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    I will, if I can find someone to let me use it...

    Thanks, It's a Celtic knot, I just put it in paint and re-colored it.
    Last edited by Trodon; 2012-02-24 at 11:45 AM.
    My Homebrew Signiture.

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    Haha! Great success! I have found a DM who is willing to let me play this template in a Level 1 game. Going to be interesting to see how it works...

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    Default Re: LA 0 Playable Vampires! (3.5 PEACH)

    How about changing these vampire feats to have scaling bonuses which increase according to the number of Vampire feats you've taken, sort of like how the Draconic, Abyssal Heritor and Devil-Touched feats work?
    Last edited by Andion Isurand; 2012-03-08 at 01:39 AM.

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