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| mantralapse03-01-07, 12:54 PM | NOTE: if this is the wrong section, i apologize. Ok, iam about to start a new campaign, i tell my friend that he can be the dhampire from denizens of darkness (ravenloft ) in my d&d game. the next day he emails me the following class that he created using the DMG. i looked it over and i personally think its going to suck unless he's fighting lyconthropes or undead... so my questions are, should i let him use this class? is it over or under powered? to many special abilities? comments or suggestions on fixing this class to make it more balanced. btw, i believe this is a starting class, not prestige. any help would be appreciated. +mantralapse This is the full list of the class. Like I stated, you can find it something like this on page 27 of the Dungeon Master's Guide under Creating new classes. In order to show that it's capable of being used, remember that most of its powers only come from dealing with Undead and Lycanthropes. Also, like the Paladin, it has alignment restrictions. Follow the Ranger class for Base attack bonus, Fort, Ref, Will, and Spells granted at each level. Class special features have been changed accordingly. This took a shitload of work to make fair.: Penitent Dhampire A conflicted and tormented figure, alone and at war with himself. Doomed creatures that must find a place in a world that rejects them on all sides. The Penitent Dhampire has taken to slaying their own kind for respective reason. For instance, one who believes that vampires have lost their way from their noble ancestors who may halved lived in peace with humans in a symbiotic relationship, or perhaps they feel that by each time they kill a vampire, they regain a bit of the human life that was taken from them. Each Penitent Dhampire has found a way to go without feeding off mortal blood, normally from nothing more than sheer willpower. Characteristics: The Penitent Dhampire is proficient with all simple and martial weapons. His skills allow him to survive against the odds and to hunt his prey. His knowledge over the supernatural makes him more capable of finding and defeating these foes. Finally, an experienced Penitent Dhampire can draw on the Dark Gift within him to use against his own kind. Alignment: The Penitent Dhampire can be of any non-evil alignment. Normally, they are chaotic good and feel that they must only attack those that violate a universal law or personal code and battle only those that are guilty of these offenses and have therefore given up their claims to life (Or unlife) and liberty. Religion: Most Penitent Dhampire have given up on religion, but others appreciate it's power over undead. This makes them a very diverse group with atheists and those that respect all gods, even if they are rare to show it. Races: The Penitent Dhampire must be a Dhampire. Classes: A Penitent Dhampire can only get along to some extent with Rangers or Druids that know both good and evil in the world must be appreciated for it is nature itself. Game Rule Information: Penitent Dhampire have the following game statistics. Abilities: Dexterity is important for Penitent Dhampires because Penitent Dhampires tend to wear light armor. Strength is also important because Penitent Dhampires often get involved in melee combat. Also, because a Penitent Dhampire can use select spells, a Wisdom score of 14 or higher is needed to get access to their most powerful spells. A Wisdom score of 11 or higher is required to cast any Penitent Dhampire spells at all. Alignment: Non-evil. Hit Die: d10 Class Skills: The Penitent Dhampire's class skills (and the key ability for each) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Supernatural) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis) Skill Points at 1st Level: (4 + Int Modifier) x 4. Skill Points at Each Additional Level: 4 + Int Modifier. Class Features: All of the following are class features of the Penitent Dhampire. Weapon and Armor Proficiency: A Penitent Dhampire is proficient with all simple and martial weapons, light armor, medium armor, and shields. When wearing light armor or no armor, Penitent Dhampires can fight with a weapons and their natural attack as if he had the feats Ambidexterity and Two-Weapon Fighting. This bonus is lost when fighting in medium or heavy armor, or when using two weapons. Track: Penitent Dhampires gain Track as a bonus feat at first level. Favored Enemy: At first level, the Penitent Dhampire gains a favored enemy type. This is Undead and Lycanthropes. Do to his extensive study of his foes and training in the proper techniques for combating them, the Penitent Dhampire gains a +1 bonus to Bluff, Listen, Sense Motice, Spot, and Wilderness Lore checks when using these skills against Lycanthropes and undead. Likewise, he gets the same damage bonus to weapon rolls against creatures of these type (as long as its within 30 feet). These bonuses, however, may come into play whenever the character fights undead (All Undead, including Incorporeal) and Lycanthropes. This includes bonus damage even to undead. Smite Evil: At 3rd level, the Penitent Dhampire gains the Paladin's smite evil ability, usable only against undead (Including Incorporeal undead) and Lycanthropes. Cursed Metamorphosis: The pinnacle of a Penitent Dhampire's power is called Cursed Metamorphosis. Cursed Metamorphosis follow these rules: When he drops beneath half-health caused by an undead or lycanthrope, he can fly into a Rage and use his vampiric powers to their full potential, having the strengths of a vampire yet none of their weaknesses. Cursed Metamorphosis is an extraordinary power. When choosing to use Cursed Metamorphosis, the Penitent Dhampire enters the state as a free action at the beginning of its next turn and remain in that state for 10 rounds. In this state, the Penitent Dhampire gains a +4 profane bonus to Strength, it's damage reduction increases to 25/+3, its fast healing increases to 10 points per round and becomes immune to Undead powers. However, during the Cursed Metamorphosis, the Penitent Dhampire cannot flee from his enemy. He must attack physically every round. A Cursed Metamorphosis ends when the Penitent Dhampire chooses it to end, when 10 rounds are over, or when no undead or lycanthrope Foes can be reached by a full attack, a move and an attack, or a charge. In Cursed Metamorphosis, the Penitent Dhampire uses the Paladin's Smite evil ability every round, but at a cost: Every round it uses it, it prevents him from gaining his Smite Evil ability the exact day he should've rested. Thus, if he goes into Cursed Metamorphosis for five rounds, he is unable to regain his Smite Evil ability for five days. Spells: Beginning at 4th level, the Penitent Dhampire gainst the ability to cast a small number of divine spells. To cast a spell, the Penitent Dhampire must have a Wisdom score of at least 10 + the spell's level, so a Penitent Dhampire with a wisdom of 10 or lower cannot cast these spells. Penitent Dhampire spells are based on Wisdom and saving throws against these spells have a Difficultly class of 10 + spell level + Wisdom Modifier. When the Penitent Dhampire gets 0 spells of a given level, such as 0 1st-level spells at 4th level, he may only get bonus spells. A Penitent Dhampire without bonus spells for that level cannot yet cast a spell of that level. The Penitent Dhampire spell list sppears below. A Penitent Dhampire prepares and casts spells just as a cleric does (though the Penitent Dhampire cannot use spontaneous casting to lose a spell and case a cure or inflict spell in its place). 1st-level Penitent Dhampire Spells: Alarm Detect Undead Detect Lycanthrope Disrupt Undead 2nd-level Penitent Dhampire Spells: See Invisibility Daylight Darkvision Cure light wounds 3rd-level Penitent Dhampire Spells: Halt Undead Remove Disease Protection from Evil Cure Moderate Wounds 4th-level Penitent Dhampire Spells: Cure Serious Wounds Death Ward Dispel Evil Haste |