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To be or Not to be (undead), that is the question.
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<blockquote data-quote="questbreaker" data-source="post: 3646021" data-attributes="member: 51440"><p>be a vampire (if the DM allows)! not only do you get awesome special abilities, but you are ridiculously powerful. taking the improved turn resistance and endure sunlight feats are always good for a vampire. Profane vigor is sometimes good too. sure youll have less HP, but youll have expendable minions. also, if youre worried about raising your party average level with the hefty LA, look for a leveled version of the template, that slows your descent (or ascent, as i prefer) into vampirism. there are plenty of leveled verions of the template, im sure your DM will find at least one of them agreeable. get yourself a necrotic focus weapon if youre a melee type. also, get a special bracers of armor made, but substitute the spell used for it with the armor of darkness (Spell Compendium) spell, to add another +4 to your turn resistance (beware, DM may raise cost, but as far as i see it he is being quite liberal thus far). also, vampires have a natural +4 turn resistance. putting your turn resistance at a +12 if you take the feat. altogether not a bad idea. it seems sunlight wouldnt be a problem for you in a campaign with accepted vampire shopkeeper NPCs, because no one would care (or find it suspicious[because you wouldnt have to hide the fact youre a vampire]) if you chose to operate primarily at night. Furthermore, in the libris mortis, there is a potion/lotion/ointment/etc that allows you 1 hour immunity to the sun's harmful rays (super sunscreen). but beware, light spells burn it off, thats where the endure sunlight feat comes in to allow you time to reapply the next bottle or use a scroll you have prepared, etc. vampire is an especially good template for swashbuckler types (due to skill bonuses and DEX bonus), or regular power attackers (due to strength bonuses, but watch that low HP [and fort saves are worthless to you]), plus the importance of CHA makes it a natural fit for many other classes.</p></blockquote><p></p>
[QUOTE="questbreaker, post: 3646021, member: 51440"] be a vampire (if the DM allows)! not only do you get awesome special abilities, but you are ridiculously powerful. taking the improved turn resistance and endure sunlight feats are always good for a vampire. Profane vigor is sometimes good too. sure youll have less HP, but youll have expendable minions. also, if youre worried about raising your party average level with the hefty LA, look for a leveled version of the template, that slows your descent (or ascent, as i prefer) into vampirism. there are plenty of leveled verions of the template, im sure your DM will find at least one of them agreeable. get yourself a necrotic focus weapon if youre a melee type. also, get a special bracers of armor made, but substitute the spell used for it with the armor of darkness (Spell Compendium) spell, to add another +4 to your turn resistance (beware, DM may raise cost, but as far as i see it he is being quite liberal thus far). also, vampires have a natural +4 turn resistance. putting your turn resistance at a +12 if you take the feat. altogether not a bad idea. it seems sunlight wouldnt be a problem for you in a campaign with accepted vampire shopkeeper NPCs, because no one would care (or find it suspicious[because you wouldnt have to hide the fact youre a vampire]) if you chose to operate primarily at night. Furthermore, in the libris mortis, there is a potion/lotion/ointment/etc that allows you 1 hour immunity to the sun's harmful rays (super sunscreen). but beware, light spells burn it off, thats where the endure sunlight feat comes in to allow you time to reapply the next bottle or use a scroll you have prepared, etc. vampire is an especially good template for swashbuckler types (due to skill bonuses and DEX bonus), or regular power attackers (due to strength bonuses, but watch that low HP [and fort saves are worthless to you]), plus the importance of CHA makes it a natural fit for many other classes. [/QUOTE]
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