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Hiding Vampirism
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3974086" data-attributes="member: 20805"><p>This is an excellent RP hook and would add depth to the game experience, however the problem comes in on the mechanical side of things. If you simply apply the Vampire Template with all its <em>kewl</em> powers.. your talking a +8 LA. So either the character has to be so far below the rest of the group level wize that BAB and Saves all really suck, or so far above the group that the rest of the characters really suck.</p><p></p><p>My prefered solution is to use a 'Savage Species' like progression that slowly grants powers and allows for a 'partial vampire' that has normal abilities {BAB, etc..} close enough that it won't impact the game and special abilities {all the Vamp stuff} that also dont unbalance the group.</p><p></p><p>The Libris Mortis Spawn class fills this nitch, and IMHO, add a wonderful metagame stressor that makes the decision to stay a vampire much more interesting...that being any levels spent on the Spawn class either go away or become inactive when 'cured' **.. so the more levels and special abilities the character gains as a Spawn, the less likely a player would want to lose all that and start over.</p><p> {not much of a big deal in a one-shot, but in a solid campaign it might mean more. I run Lycanthopes like this using Sean Reynolds 'Blood of the Moon' rules}</p><p></p><p></p><p>**, yes, I know this is not mentioned in the rules, however it only makes sense to me that being 'cured' of being a vampire spawn means you don't get the kewl powers that went with it....</p><p></p><p></p><p>Regarding the UA vampire bloodlines.. they are readily available in my normal Eberron campaign as an option for characters born in Karnath.. but I haven't had anyone take me up on it yet. In theory they are sound.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3974086, member: 20805"] This is an excellent RP hook and would add depth to the game experience, however the problem comes in on the mechanical side of things. If you simply apply the Vampire Template with all its [i]kewl[/i] powers.. your talking a +8 LA. So either the character has to be so far below the rest of the group level wize that BAB and Saves all really suck, or so far above the group that the rest of the characters really suck. My prefered solution is to use a 'Savage Species' like progression that slowly grants powers and allows for a 'partial vampire' that has normal abilities {BAB, etc..} close enough that it won't impact the game and special abilities {all the Vamp stuff} that also dont unbalance the group. The Libris Mortis Spawn class fills this nitch, and IMHO, add a wonderful metagame stressor that makes the decision to stay a vampire much more interesting...that being any levels spent on the Spawn class either go away or become inactive when 'cured' **.. so the more levels and special abilities the character gains as a Spawn, the less likely a player would want to lose all that and start over. {not much of a big deal in a one-shot, but in a solid campaign it might mean more. I run Lycanthopes like this using Sean Reynolds 'Blood of the Moon' rules} **, yes, I know this is not mentioned in the rules, however it only makes sense to me that being 'cured' of being a vampire spawn means you don't get the kewl powers that went with it.... Regarding the UA vampire bloodlines.. they are readily available in my normal Eberron campaign as an option for characters born in Karnath.. but I haven't had anyone take me up on it yet. In theory they are sound. [/QUOTE]
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