Vai al contenuto

Organizzazione Campagna


Dadone

Messaggio consigliato

3 minuti fa, Lamadanzante ha scritto:

Ho trovato dov'e'. Non e' Paizo, ma ho letto in vari forum paizo che molti l'hanno usata ed e' equilibrata. Si trova nel quinto libro di Way of the Wicked, l'AP di Fire Mountain Game. Adesso cerco il libro per vedere bene come funziona. Da quel che ho capito, al posto di prendere feat normali, prendi feat da vampiro, nei livelli dispari, partendo dal terzo. Cosi' acquisisci i poteri del vampiro poco a poco.

Bene o male è comunque replicabile con vari talenti da dhampir

Link al commento
Condividi su altri siti


Questo e' il testo. L'essere Dhampir corrisponde al primo passo, talento, cioe' The Bitten. Da li' in poi, ogni livello dispari, come talento prendo gli altri, fino a che al nono guadagno la template completa.

The Path of the Vampire. 

Spoiler

The Path of the Vampire It is not merely enough to be bitten by a vampire. The process of transforming into a true vampire is a long, painful and arduous road. Some are not up to this grueling task and instead the curse overwhelms them. Instead of transforming into a vampire, they instead merely sicken and die or worse, become an almost mindless spawn fit for little more than menial service to an undying master. However, our villains are made of sterner stuff. To become a true vampire requires an investment of five feats – a major expenditure to be sure. However, the rewards of becoming a vampire are viewed by many as being worth the cost of this ascencion.

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead. Prerequisites: You must be bitten by a vampire. Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire. Prerequisites: The Bitten, 3rd level Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledglingvampire. However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.Prerequisites: The Bitten, The Dying, 5th level Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template). However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour. If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider. Prerequisites: The Bitten, The Dying, The Risen, 7th level Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense. Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level Benefits: You gain the full benefit and weaknesses of the vampire template.

  •  

 

Link al commento
Condividi su altri siti

1 hour ago, Lamadanzante said:

Questo e' il testo. L'essere Dhampir corrisponde al primo passo, talento, cioe' The Bitten. Da li' in poi, ogni livello dispari, come talento prendo gli altri, fino a che al nono guadagno la template completa.

The Path of the Vampire. 

  Reveal hidden contents

The Path of the Vampire It is not merely enough to be bitten by a vampire. The process of transforming into a true vampire is a long, painful and arduous road. Some are not up to this grueling task and instead the curse overwhelms them. Instead of transforming into a vampire, they instead merely sicken and die or worse, become an almost mindless spawn fit for little more than menial service to an undying master. However, our villains are made of sterner stuff. To become a true vampire requires an investment of five feats – a major expenditure to be sure. However, the rewards of becoming a vampire are viewed by many as being worth the cost of this ascencion.

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead. Prerequisites: You must be bitten by a vampire. Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire. Prerequisites: The Bitten, 3rd level Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledglingvampire. However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.Prerequisites: The Bitten, The Dying, 5th level Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template). However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour. If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider. Prerequisites: The Bitten, The Dying, The Risen, 7th level Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense. Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level Benefits: You gain the full benefit and weaknesses of the vampire template.

  •  

 

Non conosco bene i vampiri in pathfinder; ma gli sto dando un occhiata adesso, e non sono sicuro che sia giocabile: fra le altre cose, non può' entrare in una casa privata senza permesso.....(alla faccia del legale :joy:)

Link al commento
Condividi su altri siti

Si, hanno preso varie tradizioni vampiresche e le hanno messe come regole. Comunque le debolezze e limitazioni compensano la non trascurabile forza. Posso sempre mandare qualcuno dentro la casa prima e poi farmi invitare a entrare. Tanto, arrivata a quel punto, avro' gia' carisma 18, se non 20!  ;-) 

Link al commento
Condividi su altri siti

9 minutes ago, Lamadanzante said:

Si si, va benissimo. Se si puo' bene, se no fa niente, cerchero' di supplire con talenti dhampir. Parzialmente.

Comunque , nel mentre, ho dato un'occhiata a sta avventura. Anche se non e' ufficiale Paizo e' fatta proprio bene. Prima o poi mi piacerebbe masterarla.

sembra buona? Io l'avevo sentita nominare; ma non la conosco.

Link al commento
Condividi su altri siti

@Lamadanzante Sto dando un occhiata ai talenti che dici; ma a me sembra un filo troppo OP; o meglio....parte depotenziando molto il personaggio; ma dal quinto livello ha una serie di vantaggi che non mi sembrano molto equilibrati. Inoltre, i drawback creano una serie di ostacoli che potrebbero creare difficoltà a far proseguire la storia; come il fatto che dovresti avere sempre la bara a disposizione ( e la campagna potrebbe richiedere viaggi e esplorazioni) e che non potresti entrare in case abitate senza permesso di qualcuno con l'autorità per farlo'. 

Magari mi sbaglio; ed e' giocabilissimo ma non vorrei fare molti esperimenti nel mio primo AP: magari alla prossima.  :smile:

 

Su una nota diversa, QUESTO e' il link per la pagina di Roll20: vorrei provare a gestire le mappe per i combattimenti tattici e per illustrare graficamente le aree esplorate. (Fare la mappa per Kingmakers, mi ha aperto un mondo :joy:).

Modificato da Dadone
  • Mi piace 1
Link al commento
Condividi su altri siti

59 minuti fa, Lamadanzante ha scritto:

Perfetto, va benissimo cosi'.

Se vuoi, per incrementare il lato vampiro, ci sarebbe il multiclass con l'oracolo: mistero luna concede capacità legate alla notte, armi naturali (zanne) e forme selvatiche (lupo) inoltre c'è una maledizione che ti rende proprio un vampiro!

Link al commento
Condividi su altri siti

×
×
  • Crea nuovo...