Regeneration 8, bypassed by critical hits, fire (immune), positive energy, aligned weapons, and wood.Ideally, you would arrange for those circumstances when you get vampirized so that you can benefit from it too. All your undead are at +2 hit points per hit die since they were made on Desecrated ground in the presence of an evil altar.You don't care much, but you can take spells that aren't available in Spheres with this. Highlights of this include Desecrate and Unholy Sword from Heresy, Suggestion and Charm Monster from Seduction, Cone of Cold and Shivering Touch! from Frostbite A bunch of spell-like abilities at save DC 21 (22 with the cloak) and caster level 8.Seven Wraiths, which auto-win against most of the monster manual.Concentration is mandatory, Knowledge (Religion), Diplomacy, Bluff, and Disguise are all useful, if you have the intelligence to pull it off on your Conduit levels. You don't really need any specific skills, but you can pick up a few things. Seduction gives you help with mind controlling things, which is always good, but you don't really need it. Heresy is a nifty sphere since it makes you immune to things like Greater Turning, but you really only need Desecrate from it, which you can also get from Bone (3.5e Sphere) (which gives you unlimited zombies for free, but also makes things you finish with your spell-like abilities useless for better undead) and Venom (3.5e Sphere), which lets you poison people. At 8th level, you can also become vulnerable to silver so that it, too, bypasses your regeneration. So would being nauseated by holy water if most enemies don't use it. Needing an invitation to go into a private home might work, if most of the dungeon isn't a private home. Inability to enter consecrated or hallowed ground is good, since you can Desecrate twice per day at that level (3/day at level 8). Your vampire weaknesses want to be things that won't get in your way. Your diet becomes restricted to the blood of sentient creatures, your alignment becomes evil if it wasn't already, and you become vulnerable to direct sunlight. This gives you a further +2 Charisma, which you care about (it's now 23), and +2 strength, which you don't. When Vampirized!, you get turned into a vampire. You don't care about that either.įrostbite (3.5e Sphere), Petitioner Immunities (Baator: Fire Immunity)īlood Pool, Gaseous Form, Vampire WeaknessĬommand Spawn, Regeneration, Vampire Weakness It also gives you Darkvision 60' and Light once per day. Starting as an Aasimar gives +2 Cha, for a total of 20 Cha. Con is nice since it gives hit points and you're not going to lose it for becoming undead, but the others are irrelevant. Starting Ability Scores (Before Racial Adjustments): Cha 18 and you don't even care about the rest. A wand of Darkness helps you hide from the hated sun, too. A Cloak of Charisma helps to make your spells harder to resist and make you less naked, though. Game Rule Components Spells, Powers, Soulmelds, Stances, etc. Summary::Fill the battlefield with disposable undead! Drain the blood of your enemies! Unleash the forces of death from all directions! References 3.1 Spells, Powers, Soulmelds, Stances, etc.
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