


There is always somthing new around every dark and grimey ally. Weather your spending your nights feeding off the dregs of socitey or at the top controling it. Combat In ideal conditions a grey vampire never need face combat himself. They hide within society appearing as one of the living, beautiful, loved, and inevitably dangerous. Each is his own master, each his own danger, and each incredibly dangerous.
#Vampire combat 3.5 free#
Overall its a amazing game of personal horror. Grey Vampires are a species of vampire free from the heirachy of vampire lord and spawn. Also i love the depth you go into when making a character. However there is nothing saying you have to do them. (find the magical artifact, kill the dragon, save the madden and the day) The ST (story teller, theere version of a DM, GM, ect.) Builds the story around your actions as they happan. I finaly feel in contol beacuase the entire story is based around your actions. It has the story based setting that i was looking for. A amazing game set in a world covered in darkness. Then with the release of 4.0 edition ( which in my personal opinion was terable.) I put down my sword and sheild and set out to find a new pen and papper game. Im not saying i dident have a blast playing, But i never felt like i was in control of my own destiny. I felt it was to combat orriented and Not enough story. I never was really able to get into the story. (3.5 Edition) Deep down i always felt like there was somthing missing when i played. Before this i was a diehard D&D player and occasional DM. This ability otherwise functions identically to the cleric's spontaneous casting class feature (see page 32 of the Player's Handbook).This is amazing. If you do not have the ability to cast 6th-level spells, you can't use this class feature.

Spontaneous Heal: At 5th level, you gain the ability to "lose" any prepared spell or spell slot of 6th level or higher in order to cast heal, even if that spell is not normally on your spell list. See the monk class feature, page 41 of the Player's Handbook. As a result, you gain Mobility as a bonus feat at 3rd level.Įvasion (Ex): Beginning at 4th level, you can avoid damage from certain attacks with a successful Reflex save. Mobility: You frequently find it necessary to dive into a pitched melee in order to heal a comrade. You can make a Heal check to provide first aid as a move action (rather than a standard action) and can take 10 on such checks even when stress or distraction would normally prevent you from doing so. You gain a competence bonus equal to your class level on Concentration checks made to cast spells defensively.įield Healer (Ex): At 2nd level, you become adept at administering first aid quickly and while under duress. This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first.ĭefensive Casting (Ex): Starting at 2nd level, you are capable of spellcasting even under the most dangerous circumstances. The Will save DC to overcome this effect is equal to 15 + class level + Wisdom modifier.Īt 3rd level, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level.Īt 5th level, you can imbue a healing spell with a maximized aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + your class level). You can't apply this secondary benefit to yourself.Īt 1st level, you can imbue a healing spell with a sanctuary effect (as the spell). Only one secondary effect can be imbued into any single spell. In each case, the secondary effect lasts for 1 round unless otherwise noted. You can use this ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). Whenever you cast a conjuration (healing) spell on an ally, you can choose to imbue the spell with a secondary effect as described below. Thus, you can choose to add a short-term protective effect to your healing spells, allowing a healed target to more easily survive the rigors of combat. Healing Kicker (Su): You hate to see your careful work ruined by an attack made right afterward. If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add each level of combat medic for the purposes of determining spells per day, spells known, and caster level. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly. You do not, however, gain any other class feature a character of that class would have gained. You get new spells per day, spells known, and an increase in caster level as if you had also gained a level in any one spellcasting class that includes cure light wounds on its spell list, provided you belonged to that class previously. Spellcasting: As you attain more levels, you continue your training in your chosen spellcasting field.
