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Vampire LA
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<blockquote data-quote="evilbob" data-source="post: 3985040" data-attributes="member: 9789"><p>Actually, a good point about vampire LA is that it's really hard to quantify: I think the designers really just picked something that "felt" right. Technically, I would say that vampires have much higher than a +8 LA, but their weaknesses knock it back down. I'm sure I've done this before (and on these boards, no less), but I think I'd break it down something like this:</p><p></p><p>- blood drain: +.5</p><p>- children of the night, spider climb: +.5</p><p>- dominate: +1.5</p><p>- create spawn: +2</p><p>- energy drain: +1</p><p>- alertnate form, gaseous form: +.5</p><p>- DR: +1</p><p>- fast healing, including the fact it can't die from HP loss: +2</p><p>- resistances, turn resistance: +1</p><p>- stat boost +1</p><p>- skill boosts, 4 feats: +1</p><p></p><p>- garlic, mirror, and holy symbol aversion; running water limitation; can't enter unless invited limitation, vulnerability to running water, vulnerability to stake while helpless: -1</p><p>- sunlight vulnerability: -3</p><p></p><p>Some of those are basically "rounded," but I think that's relatively fair.</p><p></p><p>I agree with Drowbane, though: the permanant and wide-ranging nature of the create spawn ability - not to mention the "pyramid scheme" that it can create - make it an incredibly powerful tool in the hands of a PC. Only the vulnerability to sunlight keeps it from being game-breaking with vampire PCs; without that, you've really got a potential for abuse.</p></blockquote><p></p>
[QUOTE="evilbob, post: 3985040, member: 9789"] Actually, a good point about vampire LA is that it's really hard to quantify: I think the designers really just picked something that "felt" right. Technically, I would say that vampires have much higher than a +8 LA, but their weaknesses knock it back down. I'm sure I've done this before (and on these boards, no less), but I think I'd break it down something like this: - blood drain: +.5 - children of the night, spider climb: +.5 - dominate: +1.5 - create spawn: +2 - energy drain: +1 - alertnate form, gaseous form: +.5 - DR: +1 - fast healing, including the fact it can't die from HP loss: +2 - resistances, turn resistance: +1 - stat boost +1 - skill boosts, 4 feats: +1 - garlic, mirror, and holy symbol aversion; running water limitation; can't enter unless invited limitation, vulnerability to running water, vulnerability to stake while helpless: -1 - sunlight vulnerability: -3 Some of those are basically "rounded," but I think that's relatively fair. I agree with Drowbane, though: the permanant and wide-ranging nature of the create spawn ability - not to mention the "pyramid scheme" that it can create - make it an incredibly powerful tool in the hands of a PC. Only the vulnerability to sunlight keeps it from being game-breaking with vampire PCs; without that, you've really got a potential for abuse. [/QUOTE]
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