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Help me create a 3.5E LA+0 half-vampire race
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<blockquote data-quote="Hawken" data-source="post: 4878057" data-attributes="member: 23619"><p>I gotta agree with Matrix on this point. No reason for Dhampir's to have an easier time of it. Keep it at a grapple check, plain and simple. If you want, give them Improved Grapple.</p><p></p><p>Personally, I don't see the problem with healing. My issue is with the divine magic thing. If they are immune to one aspect of divine magic (healing), why wouldn't they be immune to all other aspects of divine magic? I just can't picture every god in the universe having time to sit around and see if any of their clerics are going to try and heal these guys and then say "no" at the last second, or bothering to put a macro in their healing spells that they don't work on dhampirs.</p><p></p><p>How about giving them SR against Divine spells instead? SR that cannot be voluntarily shut off. That would be a 'neutral' trait. It is useful but at the same time is a big weakness as well. </p><p></p><p>A better way to handle healing would be to let them heal 1 point per minute, or maybe their Con score per hour. Not useful enough to be of any benefit in combat, but between encounters it lets them recover. If they feed, give them Fast Healing 1 for 1 minute per round spent consuming blood. </p><p></p><p>If you want to upgrade it, make it a racial feat:</p><p>Blood Feeding</p><p>Prereq: Must be a dhampir.</p><p>Benefit: As long as the dhampir has consumed the needed amount of blood, he has Fast Healing 1.</p><p>Special: This feat may be taken more than once. Each time it is taken, the amount of Fast Healing increases by 1. This feat can be taken a maximum number of times equal to the dhampir's Constitution modifier (min of 1).</p><p></p><p>I don't see the Cha penalty. Undead in general are Cha beasts, vampires especially. If these guys are half vampire, they should have a Cha bonus instead of a penalty. Ghouls get what a bonus to Cha, and you think they DON'T have a problem relating to people? If you're changing it to a penalty just to edge closer to LA +0 instead of +1, that's weak. </p><p></p><p>That said, I don't really see the Con penalty either. If something is tough enough to gain immediate nourishment from draining blood, that's some damn fierce metabolism going on there, not a weak or frail system.</p><p></p><p>You might need to take a new look at this. And maybe even consider an LA of +1 at least. </p><p></p><p>I'd try to use the following:</p><ul> <li data-xf-list-type="ul"> Str -4*, Dex -2*, Con +4, Wis -2, Cha +2.</li> <li data-xf-list-type="ul">Medium size.</li> <li data-xf-list-type="ul">Speed 30'.</li> <li data-xf-list-type="ul">Weapon Familiarity: Dhampirs that take a level in a fighting class (+1BAB ) learn to use the Double Scimitar as a martial weapon instead of exotic.</li> <li data-xf-list-type="ul">Light Sensitivity.</li> <li data-xf-list-type="ul">Low Light Vision: In dim illumination and outside of sunlight, dhampirs have low light vision. </li> <li data-xf-list-type="ul">Bite Attack: With a successful grapple check, dhampirs can make a Bite attack for 1d4 damage. The Bite is treated as a pin in that the grapple cannot end unless the dhampir releases the target or the target makes a successful grapple check against the dhampir to free himself from the bite. Once a bite is established, continued successful grapple checks allow for Blood Drain.</li> <li data-xf-list-type="ul">Blood Feeding: Dhampirs must feed daily on blood, consuming a number of hit points equal to 1/2 Con score. For every 5hp the dhampir feeds, they can negate 1 point of their racial penalty to Str or Dex for the day. For every day a dhampir goes without blood, they are fatigued until they consume blood and any condition that would fatigue them makes them exhausted. After one week of not drinking blood, they begin to suffer as per rules for thirst and must start making hourly Con checks until they either consume blood or fall unconscious. Once unconscious, they continue to make checks until they get blood and after 3 failed checks, the dhampir dies. </li> <li data-xf-list-type="ul">Blood Drain: After a successful Bite attack, dhampirs can begin draining blood. For each successful grapple check after a Bite, they drain 1d4hp worth of blood.</li> <li data-xf-list-type="ul">Shunned: Dhampirs are universally shunned by all gods. Dhampirs are unaffected by divine spells of all kinds. They can still be subjected to damage though and take normal damage from Exalted, Vile, Profane and Divine types of damage. Cause Wounds would not harm a dhampir, but a Flamestrike that inflicts Profane damage instead of fire damage would. This also means that Raise Dead, Resurrection, True Resurrection and Miracle cannot bring a dhampir back from death--although a Limited Wish or Wish could do so. </li> <li data-xf-list-type="ul">Animal Animosity: Dhampirs do not get a bonus to Handle Animal or Ride checks for their ability scores. Instead, they take a penalty to these checks equal to their Charisma modifier. Dhampirs cannot take levels in any class that has Wild Empathy as a class ability.</li> <li data-xf-list-type="ul">Running Water: Dhampirs share a vampire's weakness toward running water. They are treated as Exhausted when crossing running water and their Strength and Dexterity are reduced to their default values. Immersion in running water inflicts 1d6 nonlethal points of damage per round, this damage cannot be recovered until they are out of the water. When their hit points are reduced to 0, they die three rounds later if they are still immersed. Still bodies of water do not damage them so severely, but they become Sickened if immersed in still water.</li> </ul><p>* These ability score penalties can be negated through sufficient blood feeding, but doing so must be done daily.</p><p></p><p>This is a bit more complex than what was written, but I think this evens out to an LA +0 while giving some vampire goodies.</p><p></p><p>Here's a couple of feats that can be thrown in too:</p><p></p><p>Blood Surge</p><p>Prereq: Dhampir.</p><p>Benefit: The vampire can increase his Str and Dex through consuming more blood than his daily requirement. For every 10 points of blood over his daily needed amount, he gains the benefit of a Bull's Strength or Cat's Grace spell treating his character level as caster level for the duration of the effect. This can be activated at will as a free action. </p><p></p><p>Sanguine Recovery</p><p>Prereq: Dhampir.</p><p>Benefit: When draining blood, the dhampir recovers a number of hit points equal to the hit points drained from his target. </p><p></p><p>Sanguine Regeneration</p><p>Prereq: Dhampir, Sanguine Recovery.</p><p>Benefit: When draining blood, the dhampir gains Fast Healing 1 for 1 minute per round of blood draining. If the dhampir is at full hit points, this process does not begin until he loses hit points. Fast Healing through this method cannot recover hit points lost to blood thirst or immersion in running water.</p><p>Special: This feat may be taken a number of times equal to the dhampir's Con modifier; each time it is taken it increases the Fast Healing amount by 1.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4878057, member: 23619"] I gotta agree with Matrix on this point. No reason for Dhampir's to have an easier time of it. Keep it at a grapple check, plain and simple. If you want, give them Improved Grapple. Personally, I don't see the problem with healing. My issue is with the divine magic thing. If they are immune to one aspect of divine magic (healing), why wouldn't they be immune to all other aspects of divine magic? I just can't picture every god in the universe having time to sit around and see if any of their clerics are going to try and heal these guys and then say "no" at the last second, or bothering to put a macro in their healing spells that they don't work on dhampirs. How about giving them SR against Divine spells instead? SR that cannot be voluntarily shut off. That would be a 'neutral' trait. It is useful but at the same time is a big weakness as well. A better way to handle healing would be to let them heal 1 point per minute, or maybe their Con score per hour. Not useful enough to be of any benefit in combat, but between encounters it lets them recover. If they feed, give them Fast Healing 1 for 1 minute per round spent consuming blood. If you want to upgrade it, make it a racial feat: Blood Feeding Prereq: Must be a dhampir. Benefit: As long as the dhampir has consumed the needed amount of blood, he has Fast Healing 1. Special: This feat may be taken more than once. Each time it is taken, the amount of Fast Healing increases by 1. This feat can be taken a maximum number of times equal to the dhampir's Constitution modifier (min of 1). I don't see the Cha penalty. Undead in general are Cha beasts, vampires especially. If these guys are half vampire, they should have a Cha bonus instead of a penalty. Ghouls get what a bonus to Cha, and you think they DON'T have a problem relating to people? If you're changing it to a penalty just to edge closer to LA +0 instead of +1, that's weak. That said, I don't really see the Con penalty either. If something is tough enough to gain immediate nourishment from draining blood, that's some damn fierce metabolism going on there, not a weak or frail system. You might need to take a new look at this. And maybe even consider an LA of +1 at least. I'd try to use the following: [List] Str -4*, Dex -2*, Con +4, Wis -2, Cha +2. [*]Medium size. [*]Speed 30'. [*]Weapon Familiarity: Dhampirs that take a level in a fighting class (+1BAB ) learn to use the Double Scimitar as a martial weapon instead of exotic. [*]Light Sensitivity. [*]Low Light Vision: In dim illumination and outside of sunlight, dhampirs have low light vision. [*]Bite Attack: With a successful grapple check, dhampirs can make a Bite attack for 1d4 damage. The Bite is treated as a pin in that the grapple cannot end unless the dhampir releases the target or the target makes a successful grapple check against the dhampir to free himself from the bite. Once a bite is established, continued successful grapple checks allow for Blood Drain. [*]Blood Feeding: Dhampirs must feed daily on blood, consuming a number of hit points equal to 1/2 Con score. For every 5hp the dhampir feeds, they can negate 1 point of their racial penalty to Str or Dex for the day. For every day a dhampir goes without blood, they are fatigued until they consume blood and any condition that would fatigue them makes them exhausted. After one week of not drinking blood, they begin to suffer as per rules for thirst and must start making hourly Con checks until they either consume blood or fall unconscious. Once unconscious, they continue to make checks until they get blood and after 3 failed checks, the dhampir dies. [*]Blood Drain: After a successful Bite attack, dhampirs can begin draining blood. For each successful grapple check after a Bite, they drain 1d4hp worth of blood. [*]Shunned: Dhampirs are universally shunned by all gods. Dhampirs are unaffected by divine spells of all kinds. They can still be subjected to damage though and take normal damage from Exalted, Vile, Profane and Divine types of damage. Cause Wounds would not harm a dhampir, but a Flamestrike that inflicts Profane damage instead of fire damage would. This also means that Raise Dead, Resurrection, True Resurrection and Miracle cannot bring a dhampir back from death--although a Limited Wish or Wish could do so. [*]Animal Animosity: Dhampirs do not get a bonus to Handle Animal or Ride checks for their ability scores. Instead, they take a penalty to these checks equal to their Charisma modifier. Dhampirs cannot take levels in any class that has Wild Empathy as a class ability. [*]Running Water: Dhampirs share a vampire's weakness toward running water. They are treated as Exhausted when crossing running water and their Strength and Dexterity are reduced to their default values. Immersion in running water inflicts 1d6 nonlethal points of damage per round, this damage cannot be recovered until they are out of the water. When their hit points are reduced to 0, they die three rounds later if they are still immersed. Still bodies of water do not damage them so severely, but they become Sickened if immersed in still water.[/LIST] * These ability score penalties can be negated through sufficient blood feeding, but doing so must be done daily. This is a bit more complex than what was written, but I think this evens out to an LA +0 while giving some vampire goodies. Here's a couple of feats that can be thrown in too: Blood Surge Prereq: Dhampir. Benefit: The vampire can increase his Str and Dex through consuming more blood than his daily requirement. For every 10 points of blood over his daily needed amount, he gains the benefit of a Bull's Strength or Cat's Grace spell treating his character level as caster level for the duration of the effect. This can be activated at will as a free action. Sanguine Recovery Prereq: Dhampir. Benefit: When draining blood, the dhampir recovers a number of hit points equal to the hit points drained from his target. Sanguine Regeneration Prereq: Dhampir, Sanguine Recovery. Benefit: When draining blood, the dhampir gains Fast Healing 1 for 1 minute per round of blood draining. If the dhampir is at full hit points, this process does not begin until he loses hit points. Fast Healing through this method cannot recover hit points lost to blood thirst or immersion in running water. Special: This feat may be taken a number of times equal to the dhampir's Con modifier; each time it is taken it increases the Fast Healing amount by 1. [/QUOTE]
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Help me create a 3.5E LA+0 half-vampire race
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