Upper_Krust
Legend
Hi Clay_More mate! 
Should that be 127 hit points?

Should that be 127 hit points?
Clay_More said:Nope....
Latest edition of the Vampire rules. Vampires add their Charisma Modifier to their Hit Dice, as normal characters adds their Constituion modifier.
Clay_More said:I know, it gives em alot more hitpoints, but after all, theyre paying for it.
Clay_More said:One thing that is cumbersome to calculate into the Vampire's CR is the Unnatural Weakness (dunno if you read it). This weakness makes them unable of basically using magical items. So, adding the wealth measurement to a Vampire is pretty useless, since there's little money can buy that they can use.
Clay_More said:Ill be looking at the leader of the bad ones a little bit later, just wanted primarily to test the Template. CR 56.6.... thats alot.... does all the weaknesses count for much in that estimate?
Clay_More said:I like the site you referred me to, alot of stuff & hints there...
Clay_More said:My own, honest opinion on the Gifts. I think Acid, Sonic & Cold gifts might go against the "feel" of the Vampires. Lightning might be suitable in the way I imagine them now, but otherwise...
Where the heck are these rules from?
It seems anethema to what Undeath stands for.
How are they paying for it?
I may have neglected to factor the weaknesses; I was just going by whats in the tables.
Hellsing is a fantastic show. I would send you my copies* but a friend of mine keeps forgetting to return them (thats like a year after I lent them to him! The doofus). I'll try and pressure him into returning them.
I can see all the energy types being used. Remember we are not just dealing with stereotypical 'western' style vampires here. Anything goes. You want to see some of the stuff Alucard (and his opponents) get up to in Hellsing.
Clay_More said:Well, I seen several other kinds of undead that have a special rule that allows them to add their Charisma modifier to their hitpoints, in a similar fashion that constitution normally does (it already adds to their Fort save). Easier than using the many Toughness feats.
Clay_More said:Gimme gimme![]()
Clay_More said:It has to be either "Undead" or the "Necromancy" books I got. Those are the two big undead-concerning books I got at home, so. I think it Flesh Minion or something its called that got Cha bonus to hp.
Clay_More said:Well, the basic argument is that vampires arent completely undead. They are half-undead, since they are still connected to their flesh & blood. Therefore, they can still have stronger, physical bodies by the empowerment of their strong will, which binds their flesh & blood together...
Clay_More said:Dont know if im not making sense, but we Danish seldomly do so....
Clay_More said:I have somewhat lacking experience with high CR monsters & stuff.... Normally I keep below 20 CR.
Clay_More said:Thank, I think it makes sense counting their Charisma twice.
Clay_More said:Alot of their abilities already depend on Charisma, its a very important ability. All their special ability save DC etc. depend on Charisma. I think a Vampire / Sorcerer would be pretty bad (even though you cant rely on boost spells, but it frees up alot of spells for a sorcerer actually).
Clay_More said:Hey, Gencon UK isn't that far from here, compared to the ones in the states. I been thinking of going there, I think there might be a "single" bundle of cash somewhere, perhaps under the couch![]()
Clay_More said:Well, I do though have to admit that I think it makes a "little" sense to allow them to have their Charisma modifier to their hp. Even though it does give them rather many HP (as proven above). Even though Rastaniel is the mightiest of em all, so he needs to be cruel like that.
Clay_More said:There's some Lightning gifts I made, posted them on Reprieve as well, based on other elemental powers.
I still think having even scores will fit best. All templates / classes / monster classes I have seen gives even scores. All magical items as well. Only things that do not give even scores are spells, including Wish and level add. So, keeping it even would "streamline" it with other D&D material.
I noticed there is no range max on Fire Gift. Perhaps it should be 30 ft. + 10 ft. / vampiric level.
That way, I also have an easier time making the two gifts different, as Lightning Gift can have longer range (100 ft. + 30 ft. / vampiric level).
Okay, heres a test
Lightning Gift
The Lightning gift is not as feared as the Fire Gift, even though it has some advantages over the more ferocious gift. When a Vampire uses his Lightning Gift, he may shoot a bolt of pure electricity to his target. This bolt causes 1d4 points of damage for each VP spent to power it. The maximum range of the bolt is 100 ft. + 30 ft. / vampiric level. He may only spend a number of VP each round equal to his vampiric level. When the vampire initiates the gift against a target for several consecutive rounds, the bolt simply "attaches" itself to its target, creating a constant, swirling bolt of electricity between the vampire an his target. Even if the target becomes invisible, the bolt will still be attached to him. If he leaves the maximum range of the spell, the bolt will perish.
Storm Gift
The Storm Gift is the natural evolution of the Lightning Gift. The Storm Gift allows a vampire using the Lightning Gift to "lock" his target, once he has attached his Lightning to it. When the vampire attacks a target with his Lightning Gift and he attaches the electric bolt to his target, he has the option of "locking" the target with the powerful bolt. When he lock's his target, it has to roll a fortitude saving throw every round. If it fails, it is unable of moving away from the vampire. It can still move towards the vampire, but the lightning prevents it from moving away. The vampire can always move towards his target, but if he wishes to move away from his target, he has to break the lightning bolt for one round. If the target succeeds in a fortitude saving throw and is able of moving outside the vampires maximum range, the bolt is broken.
Wanted them to be different from the Fire ones though game-mechanics wise.![]()