LA+0 Vampires and Werewolves

Voadam said:
Its no longer presence for ventrue?
There no longer is a Presence discipline.
Majesty (Daeva only) is somewhat close to the old Presence, but it'ss only for enthralling people.
Nightmare (Nosferatu only) is also somewhat similar, but only for scaring people.

Note: Very roughly speaking. I haven't read the book in a long time, either, so I can't really go into the fine points of these Disciplines.

Clarification: By "[Clan] only," I mean as Clan Discipline. Others can still learn core Disciplines out-of-clan.
 
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Yup. So, make a new type of undead.

Yeah...as I was saying New WoD sucks. I long for the old days. sigh.
but then that's probably why I switched to D20 and specifically 3.5 so...at least White Wolf gave me one good thing :)
 

TroyXavier said:
considering all the benefits undead gives, you're basically going to have make them non-undead if you want them to be LA +0
The sunlight vulnerability is quite a disadvantage, however.
 


First of all, tone down the undead immunities to something like what the Warforged in Eberron... they can still be affected by critical hits and mind-affecting spells (perhaps with a save bonus and/or 25% fortification). They are still immune to stunning, non-lethal damage, and fatigue/exhaustion (at least the normal sort). If reduced to 0 hp or less, they immediately stabilize and fall into a comatose state until healed or destroyed. "Negative energy" effects such as Inflict spells heal them, and normal healing effects hurt them (Will save for half damage).

No modfiers above +2... anything with a +4 adjustment is at least LA +1 even with balancing penalty (because it's pretty easy to engineer a character where its bonus goes in a really important stat and the penalty goes to an unimportant stat). The lack of a Con score is a pretty big disadvantage... I'd consider a +2 bonus in one stat, or two +2 bonuses and a -2 penalty, will entirely balance it.

Allow them normal class progressions with Hit Die bumped up one die level (not above d12, sorry barbarians), and implement 10-level prestige classes for each vamp tribe that eventually grants them something like full vampiric abilities (like the Dragon Disciple). Vamps tend to be stronger than half-dragons, so the entry requirements should probably be higher... perhaps level 7-11 to get in.
 

Here's something built along the lines of an Unearthed Arcana Bloodline. Whenever somebody at -5 or more HP is fed the blood of a vampire, they gain the Vampire Type and follow the rules as if it was a Major Bloodline.

Vampire Type
-1d6 damage from direct sunlight. 1d3 from indirect sunlight. No save.
-vulnerability to fire
-does not eat or drink
- immune to stunning, non-lethal damage, and fatigue/exhaustion
-loses 1 HP /day
-may only heal damage by drinking blood
-bite which can be prefromed after a successful grapple is a magic attack that does 1d4 blood lose damage which is added to the biting vampire. Max HP may not be exceeded.
-must sleep during daylight hours

Gangrel
-2 Int
+2 Con

Ventrue
-2 Str
+2 Chr

Nosferatu
-2 Chr
+2 Str

Brujah
-2 Wis
+2 Str

Level Gangrel Ventrue Nosferatu Brujah
1 +2 Handle Animal +2 Diplomacy +2 Hide +2 Intimidate
2 Darkvision 60’ Command 1/day Alertness Power Attack
3 Consitution +1 Charisma +1 Dexterity +1 Strength +1
4 Claws 1d6 magic Charm Person 1/day Invisiblity 1/day Rage 1/day
5 Animal Affinity +2 Humanoid Aff +2 Vermin Affinity +2 MB Aff. +2
6 DR 5/sunlight or fire DR 5/sunlight or fire DR 5/sunlight or fire DR 5/sun, fire
7 +2 Survival +2 Sense Motive +2 Disguise +2 Bluff
8 Charm Animal 1/day Suggestion 1/day Alter Self 1/day Scare 1/day
9 Dexterity +1 Wisdom +1 Intelligence +1 Dexterity +1
10 Beast Form DR 10/sun or fire Vermin Familiar Move Action
11 Animal Affinity +4 Humanoid Aff +4 Vermin Affinity +4 MB Aff. +4
12 +2 Natural Armor +2 Natural Armor +2 Natural Armor +20’ Move
13 +2 Move Silently +2 Bluff +2 Gather Info +2 Run
14 Bear End. 1/day Eagle Spl. 1/day Owl Wis 1/day Bull Str. 1/day
15 Strength +1 Intelligence +1 Wisdom +1 Charisma +1
16 DR 10/sun or fire Charm Person/will Invisibility/will Haste 1/day
17 Animal Affinity +6 Humanoid Aff +6 Vermin Affinity +6 MB Aff. +6
18 Charm Animal/will Charm Monster/will Alter Self/will Rage/will
 

Take a look at the half-vampire template in Libris Mortis. IIRC, it's only +1 LA.

Oh, and giving a race +4 Str, -4 Cha is pretty bogus. +2 Str, -2 Int isn't much better either.

Haven't messed with VtM in a while--got no idea what a "Mekhet" is for one thing (Malkavian?)--but IIRC they arren't undead in the sense that D&D undead are. They are morre like "Blade" vampires, where they actually have some kind of biological processes going on inside them. They certainly seem to have the equivalent of Constitution scores. Possibly, they're more akin to the monstrous humanoid creature type.
 
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Mekhet are a clan from V:tR and guess to balance the power levels between grangel and nosferatu the grangels rage ability could go up to 5/ day at lvl. 5 and claws up to 1d10 at lvl. 5.
 

Ok now the Werewolf all get ability to shift to Wolf form: +2 dex, +2 str, -2 int, -2 cha
and stat adjustments as follows:

Fenris: +2 str,-2 cha
Nightstalkers: +2 dex, -2 wis
Whitefang: +2 con, -2 wis
Moonhowlers: +2 wis, -2 int

all werewolwolves have claws and teeth that do 1d6 and 1d8 damage

Fenris class Hit die: 1d12
1. Claws 1d8 dmg DR 1/ silver Wolfman Form(+4 str, +2 dex, -4 cha, -2 int)1/ day Rage 1/day
2. Teeth 1d10, DR 2/ silver, Rage/ 2 day, wolfman 2/day
3. +2 Natural armor , Rage 3/ day DR 3/ silver, wolfman 3/day
4. Fear 4/day(Howl), Rage 4/day DR 4/ silver, wolfman 4/ day
5. Fear 5/day, Rage 5/day DR/ 5 silver, Wolfman Form at will


NOTE: I'm trying to get away from WW clan names so I'm making up my own.
 

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