LA+0 Vampires and Werewolves

warlord

First Post
I am tired of seeing Vampires and Werewolves with LA+8 and 50 different special abilities so I got to thinking what if I made a basic Vampire and Werewolf races that improoved with racial class levels like in Arcana Unearthed. So here are the basics:

Vampire: Blood drain: drain 1d4 con per round in successful grapple. Ability adjustments: +X, -X according to clan.

Grangel: +2 str, -2 int
Ventrue: +2 Cha, -2 str
Nosferatu: +4 str, -4 cha
Mekhet: +2 dex, -2 wis

Also all of them have the standard vulnerability to sunlight

Grangel Class hit die:d12
1. +1 str, +1 con, Darkvison
2. Rage 1/day
3. Claws (1d8)
4. Wildsahpe(Beasts) 4/day
5. Wildshape(Beasts & mist) at will

Nosferatu hit die:d10
1. Fear 1/day, +1 str, +1 con, DR 1 silver/ +1 magic
2. Dread 2/day(enemies-2 on all actions against Nosferatu), Fear 2/day, DR 2 silver/+1 magic
3. Paralyze 3/day, Fear 3/day, Dread 3/day, +1 str,+1 con, DR 3 silver/+1 magic
4. Shatter Mind(victam gets -4 wis and int for 1 day/ vampire CL) DR 4 Silver/+1 magic Fear,Dread & Paralyze 4/day
5. Mortal Fear(Victam takes 1d10 dmg) at will DR 5, other abilities 10/ day

thats all I have so far any ideas on other clans or how to stat Werewolves would be helpful.
 

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Yes yes...your white wolf is showing. Which isn't necessarily a bad thing.

as for Ventrue...their disciplines are dominate, fortitude and something else I can't remember off the top of my head right now (been over a year since I've even opened a white wolf vampire book...new world of darkness sucks...IMHO)...so perhaps...

1: +1 cha, +1 Fort saves call it a 'racial' bonus(remember undead have a con of '-')
2: Charm Person 1/day, Detect Thoughts at will
3: Charm Person 3/day, Charm Monster 1/day
4: Gain Leadership feat, Charm Monster 2/day
5: Charm Monster 3/day, Control Undead 2/day

I dunno though. Balance will be the thing. And it looks like your Nosferatu is better equipped than the Gangrel (one of my personal favs). So I'm thinking since the Ventrue are the royalty...theirs is more an issue of controlling people/things. Just an idea though.
 

I'd suggest reduce the blood drain to 1d2 Con per round, and specify that it's done each time the vampire succeeds at a grapple check to pin the opponent, deal grapple damage to them, or keep the opponent pinned. Give them the favored class flexibility of humans. I assume they have the Undead type, and its associated qualities. Maybe take away their undead immunity to mind-affecting effects, perhaps. Given the potency of the undead qualities though, which are themselves basically enough for a +1 Level Adjustment, I'd suggest probably giving them the rest of the typical vampire weaknesses to help balance out the +0 LA. I'd suggest also giving them each -2 to another ability score to likewise contribute to balancing out the strength of the undead qualities.
 

I'm doing something similar for my homebrew. The various disciplines are dealt with via feat paths that can be taken only by somebody with the vampire template but the way you're thinking of looks good. I didn't give them the standard undead template and made a new one as they are more of dead people animated by predator nature spirits. Thus they don't have many of the standard disadvantages and advantages as normal.
 
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Funeris said:
as for Ventrue...their disciplines are dominate, fortitude and something else I can't remember off the top of my head right now (been over a year since I've even opened a white wolf vampire book...new world of darkness sucks...IMHO)...so perhaps...
Animalism.
 


For the VTM feel you might want to not even make them actually undead as they are substantially different from most walking dead, and it would be easier to keep an LA +0 if they are vulnerable to crits, mind affecting abilities, and person effects.
 


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