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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: 4878452" data-attributes="member: 23619"><p>Give them natural attacks, two slam attacks and a secondary bite attack. Of course, you'll have to come up with something to offset this to keep the race LA +0. Maybe give them a persistent -2 to attacking with their natural weapons.</p><p></p><p>What other bonus are you looking for? And why? The more bonuses you add, the more deficiencies you must add to keep this race LA +0. And you're wanting fairly significant goodies, which means you're going to need equally significant penalties.</p><p></p><p>Why a Will bonus? What is the reasoning for that? Vampires are immune to compulsion and other similar effects because they are Undead, not because they are vampires. And without being undead, and per your later words, "hint of a vampire", there's no reason for them to have any of this. </p><p></p><p>The easiest and simplest way to accomplish this is to give them the Tomb Tained Soul feat from Libris Mortis.</p><p></p><p>You should have said this at the beginning. That would have saved me a lot of unnecessary effort and possibly gotten more people to respond to this rather than thinking of a weak version of a dhampir.</p><p></p><p>Not really. The DMG suggests that for a Str bonus to be evenly offset, two mental abilities should be penalized. I think Con is enough by itself. There is absolutely no reason for a Cha penalty, especially when you're shooting for something that emulates a monster with a good Cha bonus. Light Sensitivity is a pretty weak weakness too and easily overcome/ignored. Your skill penalties are also very weak as well and effortlessly overcome--with your penalty to swim effectively cut in half by the race's bonus to Str. And the craving for blood that you list is not even a weakness at all but a minor inconvenience at best since the majority of adventures last a week or less or there is enough time between adventures for the character to take care of this requirement "off screen". </p><p></p><p>A handful of weak weaknesses do not balance out the benefits you're wanting this race to have. </p><p></p><p>Since you're looking for maybe a half-dhampir, this should work:</p><ul> <li data-xf-list-type="ul">Str +2, Con -2.</li> <li data-xf-list-type="ul">Size: Medium</li> <li data-xf-list-type="ul">Speed: 30'.</li> <li data-xf-list-type="ul">Weapon Training: Half-Dhampir treat double scimitars as martial weapons, but they do not learn training with the short sword, long sword or great sword and these weapons become exotic for them.</li> <li data-xf-list-type="ul">Natural Attacks: Half-Dhampir get 2 slam attacks (1d4+Str damage each), and a secondary bite attack (1d3 + 1/2 Str damage). If the Half-Dhampir hits with both slam attacks, he grabs hold of the target long enough to deliver a bite attack (no attack roll needed). Because Half-Dhampir are used to preying upon helpless targets, they suffer a -2 to attack rolls when making these attacks against anyone who is not Helpless. </li> <li data-xf-list-type="ul">Blood Hunger: With a successful bite attack, Half-Dhampir can feed on the blood of their victims, instantly healing 1hp with every successful bite attack, maximum of 1hp per round. Half-Dhampir must consume a number of hit points in blood per day equal to 2 X Con modifier (min. of 2, max. of 10), but must eat only half as much food as a normal person and can go without water for a week before suffering any adverse effects of thirst. If they do not feed on blood daily, they are fatigued until they do. If they go without blood for a week, they are exhausted and must make hourly Con checks as if suffering from thirst.</li> <li data-xf-list-type="ul">Dark Allure: In social situations, Half-Dhampir gain a +2 bonus to Bluff, Diplomacy, and Intimidate and their Charisma is treated as 4 points higher toward humanoid members of the opposite sex. </li> <li data-xf-list-type="ul">Tomb Tainted Soul: Half-Dhampir gain this bonus feat from Libris Mortis.</li> <li data-xf-list-type="ul">Low Light Vision: When the sun is down, or they are out of direct sunlight (or Daylight), Half-Dhampir have Low Light Vision.</li> <li data-xf-list-type="ul">Curse of Vampirism: Because of their vampiric heritage, Half-Dhampir must select any two of the following weaknesses.</li> </ul><p>**Aversion to Sunlight: In direct sunlight, Half-Dhampir suffer a -1 penalty to all rolls and checks. For Search and Spot, they suffer an additional -2 penalty.</p><p>**Taint of Death: Animals react adversely to Half-Dhampir. Handle Animal and Ride are ALWAYS cross class skills for them and they suffer a -5 penalty to these skills. </p><p>**Unnatural Existence: While not undead like Vampires or even Dhampir, Half-Dhampir are set apart from nature. They can never take levels in any class or prestige class that has or uses the Nature Sense or Wild Empathy abilities.</p><p>**Aversion to Water: Unlike their Vampire grandsires, water is not fatal to Half-Dhampirs but it is dangerous still. Half-Dhampirs suffer a -10 penalty to all Swim checks and can hold their breath only half as long as normal when immersed in water.</p><p>**Religious Affront: When in the presence of someone Turning or Rebuking Undead, the Half-Dhampir's reacts as if affected if his HD is equal or less to the Turning Check and his HD always count against the Turning Damage. If affected, the Half-Dhampir is forced away from the one making the Turn and cannot get closer than 10' from them, 20' if they worship a Sun/Light deity. If they are in the area of a Greater Turning, they are affected as if they were Undead and had been just been Turned (but are never destroyed).</p></blockquote><p></p>
[QUOTE="Hawken, post: 4878452, member: 23619"] Give them natural attacks, two slam attacks and a secondary bite attack. Of course, you'll have to come up with something to offset this to keep the race LA +0. Maybe give them a persistent -2 to attacking with their natural weapons. What other bonus are you looking for? And why? The more bonuses you add, the more deficiencies you must add to keep this race LA +0. And you're wanting fairly significant goodies, which means you're going to need equally significant penalties. Why a Will bonus? What is the reasoning for that? Vampires are immune to compulsion and other similar effects because they are Undead, not because they are vampires. And without being undead, and per your later words, "hint of a vampire", there's no reason for them to have any of this. The easiest and simplest way to accomplish this is to give them the Tomb Tained Soul feat from Libris Mortis. You should have said this at the beginning. That would have saved me a lot of unnecessary effort and possibly gotten more people to respond to this rather than thinking of a weak version of a dhampir. Not really. The DMG suggests that for a Str bonus to be evenly offset, two mental abilities should be penalized. I think Con is enough by itself. There is absolutely no reason for a Cha penalty, especially when you're shooting for something that emulates a monster with a good Cha bonus. Light Sensitivity is a pretty weak weakness too and easily overcome/ignored. Your skill penalties are also very weak as well and effortlessly overcome--with your penalty to swim effectively cut in half by the race's bonus to Str. And the craving for blood that you list is not even a weakness at all but a minor inconvenience at best since the majority of adventures last a week or less or there is enough time between adventures for the character to take care of this requirement "off screen". A handful of weak weaknesses do not balance out the benefits you're wanting this race to have. Since you're looking for maybe a half-dhampir, this should work: [List][*]Str +2, Con -2. [*]Size: Medium [*]Speed: 30'. [*]Weapon Training: Half-Dhampir treat double scimitars as martial weapons, but they do not learn training with the short sword, long sword or great sword and these weapons become exotic for them. [*]Natural Attacks: Half-Dhampir get 2 slam attacks (1d4+Str damage each), and a secondary bite attack (1d3 + 1/2 Str damage). If the Half-Dhampir hits with both slam attacks, he grabs hold of the target long enough to deliver a bite attack (no attack roll needed). Because Half-Dhampir are used to preying upon helpless targets, they suffer a -2 to attack rolls when making these attacks against anyone who is not Helpless. [*]Blood Hunger: With a successful bite attack, Half-Dhampir can feed on the blood of their victims, instantly healing 1hp with every successful bite attack, maximum of 1hp per round. Half-Dhampir must consume a number of hit points in blood per day equal to 2 X Con modifier (min. of 2, max. of 10), but must eat only half as much food as a normal person and can go without water for a week before suffering any adverse effects of thirst. If they do not feed on blood daily, they are fatigued until they do. If they go without blood for a week, they are exhausted and must make hourly Con checks as if suffering from thirst. [*]Dark Allure: In social situations, Half-Dhampir gain a +2 bonus to Bluff, Diplomacy, and Intimidate and their Charisma is treated as 4 points higher toward humanoid members of the opposite sex. [*]Tomb Tainted Soul: Half-Dhampir gain this bonus feat from Libris Mortis. [*]Low Light Vision: When the sun is down, or they are out of direct sunlight (or Daylight), Half-Dhampir have Low Light Vision. [*]Curse of Vampirism: Because of their vampiric heritage, Half-Dhampir must select any two of the following weaknesses.[/list] **Aversion to Sunlight: In direct sunlight, Half-Dhampir suffer a -1 penalty to all rolls and checks. For Search and Spot, they suffer an additional -2 penalty. **Taint of Death: Animals react adversely to Half-Dhampir. Handle Animal and Ride are ALWAYS cross class skills for them and they suffer a -5 penalty to these skills. **Unnatural Existence: While not undead like Vampires or even Dhampir, Half-Dhampir are set apart from nature. They can never take levels in any class or prestige class that has or uses the Nature Sense or Wild Empathy abilities. **Aversion to Water: Unlike their Vampire grandsires, water is not fatal to Half-Dhampirs but it is dangerous still. Half-Dhampirs suffer a -10 penalty to all Swim checks and can hold their breath only half as long as normal when immersed in water. **Religious Affront: When in the presence of someone Turning or Rebuking Undead, the Half-Dhampir's reacts as if affected if his HD is equal or less to the Turning Check and his HD always count against the Turning Damage. If affected, the Half-Dhampir is forced away from the one making the Turn and cannot get closer than 10' from them, 20' if they worship a Sun/Light deity. If they are in the area of a Greater Turning, they are affected as if they were Undead and had been just been Turned (but are never destroyed). [/QUOTE]
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Help me create a 3.5E LA+0 half-vampire race
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