This is the first project I've done with a formal open beta, and, well: Wow. Thank you guys/girls, you were an enormous help. Vampires are my favorite mythical creature, and I'm happy with the work we've done to make them both a PC option and a campaign option. For the complete experience, please reread my co-authors post in a thick Aussie accent, as that will adequately express my views. Thank you all.
We made some changes to the Nightguard, both to make it smoother and to make it feel more tactical (as opposed to just feeling powerful). The main changes are:
The biggest change is that while you can now apply powerful penalties to the target of your smite, you must choose one when you declare the smite. Hopefully this makes the choice of Nemesis a more thoughtful one, and more in line with the power of the replaced mercies.
Have I mentioned how awesome it is to have a public playtest and community feedback? I'm so used to writing in a vacuum, and it's so good to hear everyone's cool ideas. Greater Hungering Blade has been changed so that it's a slightly higher level, and allows a save for half. Paladins no longer get this version of the spell, although normal hungering blade is only 3rd level for them. I feel it is now much closer to balanced, but I'd love to hear your thoughts.
Undead Companion [General]
I feel this may work a lot better.
I'm currently writing a ranger who's enjoying being undead a little too much. I reached for "Undead Companion" feat, but I found that it doesn't quite work so well for animal companions, like this poor alligator. An alligator has a Con of 15 and a Cha of 2. Even the host of undead immunities doesn't make up for that kinda loss. Since undead alligators should be awesome and terrifying, it's clear that the feat needs a little bump. I'd consider adding a clause that increased their Charisma score to a minimum of 10. Thoughts?
Aratrok wrote: How many hitpoints can a blood fault hold? I'm also a fan of letting it hold as much as you like, as it opens two interesting avenues. First, it means that if you put too much in there, it becomes a massive Achilles heel (as you're one well-aimed hammer blow from being badly damaged or destroyed outright). Second, it may open up some interesting storytelling options, where a blood vault filled with thousands of hit points is in the possession of a powerful vampire, and hunting the vault becomes more practical than directly engaging its owner. Still, while I like those ideas it may not be practical from a balance perspective.
I've been working on the items. Items:
Watchman’s Water Price 10gp; Weight - Watchman’s water can help find old bloodstains. A single dose is enough to spray a 5 ft. square; one bottle typically contains 10 doses. Any part of the surface that has been in contact with blood within the past year glows faintly purple. The alchemical ingredients are very sensitive, and no amount of washing is sufficient to hide any traces. This grants a +4 alchemical bonus on checks to spot such stains, such as a Perception check when looking for clues or a Survival check when following a wounded creature. Protective Parasol
CONSTRUCTION
Skulker’s Skullcap
CONSTRUCTION
Blood Vault
Storing part of one’s essence in the blood vault is not without risk; if it is destroyed (hardness 3, 2 hit points), the vampire attuned to the blood vault suffers an amount of untyped damage equal to the temporary hit points currently in the jar. CONSTRUCTION
Devil’s Luck
A creature may slice off one of their fingers, and impale it on the spike. The devil’s luck is then given to a trusted servant to wear. If the owner of the finger should die or be destroyed, its corpse and all worn and carried items upon it are destroyed, and the bearer of the devil’s luck dies or is destroyed as well (no save). The finger, however, rapidly grows into the body of the original owner (as they were when they when the effect was triggered, including any worn and carried equipment, but completely healed of hit point damage, ability damage, and negative levels other than those inflicted by the necklace). When this happens, their original corpse (including any worn and carried equipment) turns to dust. This is similar to a true resurrection, except that undead creatures can also be restored, though they remain the undead beings they were before their destruction. The devil’s luck is a relic of some long-forgotten demoness of treachery and spite, who used the it as a kind of magical Trojan horse. She would sell the devil’s luck as a protective charm, and when the purchaser got home the demoness would kill herself, only to appear at the amulet's location and wreak havoc. One day she had the misfortune of appearing in a consecrated chapel filled with an order of paladins. She was destroyed (properly, this time) and the amulet was loose in the world. The newly restored creature gains a number of negative levels equal to the difference between their number of Hit Die and the bearer’s Hit Die (minimum 1). DESTRUCTION
---
Magic is in the air!
They will be folded into the main doc shortly. Your feedback is always appreciated. This was a fun thing to write, as a colony of bats chose this week to set up shop in the tree opposite my office window. Ominous!
Quote:
Just a minor correction: This will leave the vampire PCs closer to 1 level behind, not 2.5.
Hi! My name's Alex, and I am the co-author on this project. In case it's not clear, I really love vampires, and the stories that can be told about them. Vampires can move through the societies of the living and the dead, and can be used to explore a lot of ideas such as pride, selfishness and aspects of morality. The core of this project is to make vampires a playable, fun and balanced option for Pathfinder campaigns. Vampires have a range of options, from standard adventuring, to city politics to being a complex and tricky antagonist. I'm really excited about this project, and I hope that you'll enjoy it. Let us know what you think! |