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[OOC Thread] Delving the Mists (seeking recruits!)
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<blockquote data-quote="Cerebus13" data-source="post: 1624052" data-attributes="member: 19723"><p>Dhampir - Half-Vampire</p><p></p><p>8 level monster class</p><p></p><p><strong>Race</strong>: Can be combined with any of the standard PHB races for Ravenloft and they gain the normal benefits for whatever race they choose.</p><p><strong>Outcast Rating</strong>: +1 due to vampire blood</p><p><strong>Hit Dice</strong>: d8 while leveling as a monster, one die higher (up to max d12) when leveling as a character.</p><p><strong>AC</strong>: +4 bonus to natural</p><p><strong>Base Attack Bonus</strong>: As a fighter</p><p><strong>Ability Bonuses</strong>: +3 Str/Dex/Con/Chr, +2 Int/Wis. The +3 stats increase to +4 upon reaching level 8.</p><p><strong>Saves</strong>: Good saves are Reflex and Will</p><p><strong>Feats</strong>: Get to choose 3 bonus feats from the following, and gain the last two one at a time on 7th and 8th level: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning reflexes. (must meet requirements to take)</p><p>Dhampirs also get normal feat progression, ie. feat at 1st/3rd/6th....</p><p><strong>Skills</strong>: +4 bonus on Bluff, Hide, Listen, Move Silent, Search, Sense Motive, Spot checks. Raises to +5 at 7th, and +6 at 8th. All of these skill are the only class skills for a Dhampir.</p><p><strong>Skill Points</strong>: 2 + int bonus per level</p><p><strong>Proficiencies</strong>: Dhampir are proficient with only simple weapons to start, and no armor or shields.</p><p></p><p><strong>Special Attacks</strong>:</p><p>- gain a 1d6 damage slam attack that counts as a magic weapon for terms of damage reduction</p><p><strong>Domination</strong>: A dhampir can meet someone's gaze and can affect them as per a dominate person spell (caster level 8). This is a gaze attack, and requires a standard action to use. Victims must be within 30', and them merely looking at the Dhampir are not affected. [caster level increases to 10 at 7th, and to 12 at 8th]</p><p><strong>Blood Drain</strong>: If a Dhampir can first make a successful grapple check they can then attempt to pin a foe and drink their blood. If the pin is successful they drain 1d4 Con. (temporary) every round that the grapple is maintained.</p><p><strong>Children of the night</strong>: 1/day a Dhampir can summon forth 2d8 Dire Rats, 8d10 Bats, or 1d6 wolves as a standard action. They take 2d6 rounds to arrive and will serve for up to one hour. [at 7th and 8th level increase each amount by one extra die]</p><p></p><p><strong>Special Qualities</strong> -</p><p><strong>Damage Reduction</strong>: 4/magic [increases to 5 at 7th, and 6 at 8th]</p><p><strong>Resistance</strong>: cold 10, electricity 10</p><p><strong>Spider Climb</strong>: Can climb sheer surfaces as the Spider Climb spell at will, caster level 12.</p><p><strong>Fast Healing</strong>: Heal 1 hitpoint every 3 rounds as long as they are not reduced to -10 hit points. [increases to every 2 rounds at 7th, and every round at 8th]</p><p></p><p><strong>Weaknesses</strong> -</p><p><strong>Blood Requirement</strong>: Must feed on at least 5 Con. worth of humanoid blood a week or they act as if they are in natural sunlight at all times until feeding again. Very every week beyond the first that they do not feed reduce all abilities by 1/3rd until they act as a normal racial character after a month without feeding.</p><p><strong>Vulnerability to Sunlight</strong>: In the presence of natural sunlight a Dhampir cannot use any of the abilities listed under Special Attacks and Special Qualities. Natural Sunlight cannot be avoided by layering on clothing, but going indoors is sufficient to avoid it if they keep out of any direct rays shining in.</p><p></p><p>So......as everyone starts as a 6th level character anyone making a Dhampir would have to gain 3 levels before they could begin taking levels as a normal character. I've changed the rules slightly as they were listed in Denizens of the Dark to make them a little more balanced (lower Damage reduction mainly, and better clairified their weaknesses).</p><p>I'm only allowing one of these in the party...so I'm going to assume Salzorin wants to take one for now until he tells me otherwise.</p><p></p><p>Phew...going to take a shower now, all this information gathering makes me sweaty <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" />.</p></blockquote><p></p>
[QUOTE="Cerebus13, post: 1624052, member: 19723"] Dhampir - Half-Vampire 8 level monster class [B]Race[/B]: Can be combined with any of the standard PHB races for Ravenloft and they gain the normal benefits for whatever race they choose. [B]Outcast Rating[/B]: +1 due to vampire blood [B]Hit Dice[/B]: d8 while leveling as a monster, one die higher (up to max d12) when leveling as a character. [B]AC[/B]: +4 bonus to natural [B]Base Attack Bonus[/B]: As a fighter [B]Ability Bonuses[/B]: +3 Str/Dex/Con/Chr, +2 Int/Wis. The +3 stats increase to +4 upon reaching level 8. [B]Saves[/B]: Good saves are Reflex and Will [B]Feats[/B]: Get to choose 3 bonus feats from the following, and gain the last two one at a time on 7th and 8th level: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning reflexes. (must meet requirements to take) Dhampirs also get normal feat progression, ie. feat at 1st/3rd/6th.... [B]Skills[/B]: +4 bonus on Bluff, Hide, Listen, Move Silent, Search, Sense Motive, Spot checks. Raises to +5 at 7th, and +6 at 8th. All of these skill are the only class skills for a Dhampir. [B]Skill Points[/B]: 2 + int bonus per level [B]Proficiencies[/B]: Dhampir are proficient with only simple weapons to start, and no armor or shields. [B]Special Attacks[/B]: - gain a 1d6 damage slam attack that counts as a magic weapon for terms of damage reduction [B]Domination[/B]: A dhampir can meet someone's gaze and can affect them as per a dominate person spell (caster level 8). This is a gaze attack, and requires a standard action to use. Victims must be within 30', and them merely looking at the Dhampir are not affected. [caster level increases to 10 at 7th, and to 12 at 8th] [B]Blood Drain[/B]: If a Dhampir can first make a successful grapple check they can then attempt to pin a foe and drink their blood. If the pin is successful they drain 1d4 Con. (temporary) every round that the grapple is maintained. [B]Children of the night[/B]: 1/day a Dhampir can summon forth 2d8 Dire Rats, 8d10 Bats, or 1d6 wolves as a standard action. They take 2d6 rounds to arrive and will serve for up to one hour. [at 7th and 8th level increase each amount by one extra die] [B]Special Qualities[/B] - [B]Damage Reduction[/B]: 4/magic [increases to 5 at 7th, and 6 at 8th] [B]Resistance[/B]: cold 10, electricity 10 [B]Spider Climb[/B]: Can climb sheer surfaces as the Spider Climb spell at will, caster level 12. [B]Fast Healing[/B]: Heal 1 hitpoint every 3 rounds as long as they are not reduced to -10 hit points. [increases to every 2 rounds at 7th, and every round at 8th] [B]Weaknesses[/B] - [B]Blood Requirement[/B]: Must feed on at least 5 Con. worth of humanoid blood a week or they act as if they are in natural sunlight at all times until feeding again. Very every week beyond the first that they do not feed reduce all abilities by 1/3rd until they act as a normal racial character after a month without feeding. [B]Vulnerability to Sunlight[/B]: In the presence of natural sunlight a Dhampir cannot use any of the abilities listed under Special Attacks and Special Qualities. Natural Sunlight cannot be avoided by layering on clothing, but going indoors is sufficient to avoid it if they keep out of any direct rays shining in. So......as everyone starts as a 6th level character anyone making a Dhampir would have to gain 3 levels before they could begin taking levels as a normal character. I've changed the rules slightly as they were listed in Denizens of the Dark to make them a little more balanced (lower Damage reduction mainly, and better clairified their weaknesses). I'm only allowing one of these in the party...so I'm going to assume Salzorin wants to take one for now until he tells me otherwise. Phew...going to take a shower now, all this information gathering makes me sweaty :lol:. [/QUOTE]
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