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Playable Vampire: From Level 0 Up.
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<blockquote data-quote="Sylrae" data-source="post: 5013064" data-attributes="member: 48520"><p>Those of you who follow my posts here will know that I'm on a kick of making things functional to players, and think that everything should be designed that way, even if it's NOT meant as a player option.</p><p></p><p>That being said.</p><p></p><p>I redesigned the Vampire, into a LA 0 Template and a 13 Level Template Class to flesh out the rest of the abilities. The purpose, is to have the vampire be an option without being a gamebreaker. A player should be able to seamlessly become a vampire without gaining multiple levels. He should then have to slowly gain levels to get the rest of the abilities.</p><p></p><p>I used Upper Krust's system to balance out the numbers in the class.</p><p></p><p>A few concerns I'm having. The CR on the template was drastically reduced in the PF Bestiary. that makes me worry that the class portion may be priced too expensive, making it far inferior to the player classes.</p><p></p><p>I may be worried about nothing, but I was hoping I could get some opinions on that.</p><p></p><p>I did the balancing using tables and spreadsheets, and they could go up if necessary for examination.</p><p></p><p>This vampire should be a little more reasonable. It has more vampire weaknesses, and starts with alot less power. Initially they don't get any more powerful; the drawbacks even it out, and they gain power like a player character. </p><p></p><p>They gain feats, and attribute bonuses the same way as any other class. It's factored into the level costs.</p><p></p><p>The Vampire should be playable for player characters without breaking the game. I'm doing these according to the order I need them in my own game.</p><p>(That means the Erinyes comes next).</p><p></p><p>EDIT: The Vampire here is now the 10 Level Vampire. It was the better of the two, and I decided putting the most recent version of the class in the first post was a good idea.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5013064, member: 48520"] Those of you who follow my posts here will know that I'm on a kick of making things functional to players, and think that everything should be designed that way, even if it's NOT meant as a player option. That being said. I redesigned the Vampire, into a LA 0 Template and a 13 Level Template Class to flesh out the rest of the abilities. The purpose, is to have the vampire be an option without being a gamebreaker. A player should be able to seamlessly become a vampire without gaining multiple levels. He should then have to slowly gain levels to get the rest of the abilities. I used Upper Krust's system to balance out the numbers in the class. A few concerns I'm having. The CR on the template was drastically reduced in the PF Bestiary. that makes me worry that the class portion may be priced too expensive, making it far inferior to the player classes. I may be worried about nothing, but I was hoping I could get some opinions on that. I did the balancing using tables and spreadsheets, and they could go up if necessary for examination. This vampire should be a little more reasonable. It has more vampire weaknesses, and starts with alot less power. Initially they don't get any more powerful; the drawbacks even it out, and they gain power like a player character. They gain feats, and attribute bonuses the same way as any other class. It's factored into the level costs. The Vampire should be playable for player characters without breaking the game. I'm doing these according to the order I need them in my own game. (That means the Erinyes comes next). EDIT: The Vampire here is now the 10 Level Vampire. It was the better of the two, and I decided putting the most recent version of the class in the first post was a good idea. [/QUOTE]
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