Some form of vampire-like race I was thinking of... could be challenging to play, and there should have to be a good-aligned race to counter this...
Was thinking this would not be a normal race but something a race (not subrace) could become after performing some ritual...
Vampire (psuedo I guess):
Must be Chaotic Evil
Vampire clerics can only take Death, Evil, or Destruction domains.
Immunity to Poison
Immunity to Disease
Immunity to Ability Damage
Immunity to Level Drain
Immunity to Sneak Attack
Immunity to Paralysis
Darkvision
+2 to Dex
+2 to Strength
+2 to Intelligence
-2 Wisdom
-4 Charisma
+1 Fortitude
+1 Reflex
Damage Vulnerability: Fire 25%
Damage Vulnerability: Divine 50%
Damage Immunity: Cold 25%
Damage Immunity: Negative 50%
Regeneration +10
Skill Penalty: -30 heal
Skill Bonus: +4 Hide
Skill Bonus: +4 Move Silently
Any healing spells (including greater restoration), whether from caster, scroll, or potion only heal 20% of normal amount.
Vulnerable to light: Spells with bright light cause -4 to AC and AB and 30% spell failure for 1 round. Spells like flamestrike and fireball.
Cannot party with any good-aligned players.
Movement rate increase: 20%
Raise dead and resurrection (via scrolls or spells) on an allied vampire fail a percentage equal to vampire's level (40% max). Resurrection can kill a hostile vampire if they fail a will save vs. 20 + cleric's wisdom modifier.
Immune to all Necromancy spells.
Aasimar's aura increases divine damage vulnerability by 20% and gives -4 to AB/AC.
Continual Flame cast on vampire causes wounding effect.
Nature's balance removes all buffs and loses half of life if he fails a will save vs. 20 + druid's wisdom modifier.
Vampire gets concealment of 5% per 5 levels (max 40%).
Possibly innate spell resistance like Drow/Gith/Svirfneblin.
Bloodthirst:
Vampiric regeneration: +10
If player hasn't killed any living hostile creatures in 6 game hours, player must kill 3x his level in creatures' levels (where an NPC's CR rating is used, and a PC's level is used). So a level 30 could kill three CR 30 creatures and be satisfied. Elementals, Undead, and Constructs don't count.
If player fails to do this, he loses his movement rate bonus and takes damage equal to 5% of max hp every round for one hour.
...if player still fails to achieve kill quota, he also becomes confused for 1 turn.
...one hour later if player hasn't made kill quota, he dies and takes xp penalty on death (twice if he has to respawn). Cycle begins again (must make quota in 6 hours).
Vampire is safe from bloodthirsty effects in designated areas. Perhaps graveyards and tombs. Good place to log off in. If player logs off elsewhere and comes back penalties still apply...including death if its been too long.
Pseudo-Vampire Subrace
Pseudo-Vampire Subrace
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
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[ ...Darkfalz... ]
[ Azchekelon ]
- Mr. O'Dearly
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MasterYoda
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Not a bad idea, but i think you might've overdone it a bit.
Immunity to sneak attack is a bit powerful, as is immunity to necro school. +4 saves vs Death maybe?
I just can't see a permanent increase in base movement speed happening as a subrace bonus, a usable token is prolly more like it.
As most people don't use HKs anyway after a certain level, the massive skill decrease to Heal is too easily bypassable to be a penalty.
Failure chance of res and raise just seems more of an annoyance than a penalty to me. Combat raising is rare, and otherwise it justs costs a little time and gold.
The effects of Resurrect, Continual Flame and Nature's Balance just seem like dev effort for little reason.
Restrictions on partying would be very problematic. Two parties meet on the MT and want to merge. Oh, but one of them's a vampire and another is Good! Would also play havoc with partying for relic defence and event purposes.
The massive regen at the cost of 80% effectiveness of healing items is an interesting idea, but i suspect not one most would go for. It'll make grinding a lot cheaper, but nobbling healing pots so much will mean when you're actually in danger of dying, you're more likely to. Upshot is it's a bonus that works when you don't need it, and a penalty that works when you most don't want it.
Immunity to sneak attack is a bit powerful, as is immunity to necro school. +4 saves vs Death maybe?
I just can't see a permanent increase in base movement speed happening as a subrace bonus, a usable token is prolly more like it.
As most people don't use HKs anyway after a certain level, the massive skill decrease to Heal is too easily bypassable to be a penalty.
Failure chance of res and raise just seems more of an annoyance than a penalty to me. Combat raising is rare, and otherwise it justs costs a little time and gold.
The effects of Resurrect, Continual Flame and Nature's Balance just seem like dev effort for little reason.
Restrictions on partying would be very problematic. Two parties meet on the MT and want to merge. Oh, but one of them's a vampire and another is Good! Would also play havoc with partying for relic defence and event purposes.
The massive regen at the cost of 80% effectiveness of healing items is an interesting idea, but i suspect not one most would go for. It'll make grinding a lot cheaper, but nobbling healing pots so much will mean when you're actually in danger of dying, you're more likely to. Upshot is it's a bonus that works when you don't need it, and a penalty that works when you most don't want it.
Why the -4 CHR doesnt seem right if anything a Vampire race would get a bonus to charisma. Seeing as the existing Vampires are sorcerers and such and that traditionally vampires are Manipulators with mind control
Maybe stats something like this
Dex +2
Wis -4
Chr +2
A strength bonus is not needed as Vampires get strength through speed (dex) and the a heavy Wis penalty because thier relationship with undead and removal from mortal dealings has placed out of the gods graces and Wise choices.
All in all a pretty unbalancing character race as you put it. The +10 regen is out of control. As its standing I would put it around ECL5 considering all the class bonuses youve added
Maybe stats something like this
Dex +2
Wis -4
Chr +2
A strength bonus is not needed as Vampires get strength through speed (dex) and the a heavy Wis penalty because thier relationship with undead and removal from mortal dealings has placed out of the gods graces and Wise choices.
All in all a pretty unbalancing character race as you put it. The +10 regen is out of control. As its standing I would put it around ECL5 considering all the class bonuses youve added
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Actually its 20% effectiveness... so a cure crit pot would heal 30 points, and a heal pot 60 points... instead of 150 and 300.The massive regen at the cost of 80% effectiveness of healing items is an interesting idea, but i suspect not one most would go for.
Seems like heal kits wouldn't be so great though... which is one of the points... the massive regeneration is necessary. Remember that vampiric regeneration has always been bugged in NWN, and only works on some hits... I think possibly once a flurry at best.
I don't think this character would merit much ECL even with all the immunities... it'll be a very tough race to play. If the vamprie gets critted, its in big trouble as it will take a while to heal from it.
Perhaps instead of immunity to all necromancy, it should be immunity to death magic.
That said, it is a bit complex....but the bloodthirst feature is the best part IMO.
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
You have done alot of thinking about it, and it is very interesting, maybe alittle over powered as a subrace...but what about the possibilty of another PrC, put the bonuses in slowly, increases in chr, str all or dex in intervals, bring alot of the major immunites in at lvl 10, shorta like a Palemaster shootoff that could be played in serveral factions. Just a thought but very nice work in going into detail Bril
