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LA+0 Vampires and Werewolves
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<blockquote data-quote="Squire James" data-source="post: 2107319" data-attributes="member: 548"><p>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).</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Squire James, post: 2107319, member: 548"] 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. [/QUOTE]
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