You noticed it boosts your Desecratment bonus right? Doubled it then. +8 to attacks, saves and skills for you and your minions should be enough I think, plus the coolness of plunging the whole world in darkness.
- I'm more than ready!
Undeads seem to always have weak Bab around here, but the Nightwalker is partially a melee fighter (disarm people and break their stuff), so I gave it some Str to help.
Plus the original monster has Str as it's highest stat.
Corrected/clarified all of those.
It's a melee monster whitout much on the ranged deparment. It needs that speed.
Well, I don't think it hurts.
Corrected.
Again, how? Dungeons are dark, and it's not exactly crippling for the party to move at night and rest by day.
Anyway gave the Nightwalker a bonus for being in darkness.
You did notice the Nightwalker gets Improved Disarm and Improved Sunder at 1st level right? The chilling blow is for oponents which you cannot normally disarm/sunder.
- Corrected.
Done
Reduced to 1d3 rounds paralyzis. Also it's suposed to be a gaze attack (clarified that), and standard-action gaze has precedent on the original vampire template
Also it only becomes a free action at 16th level (casters are pretty crazy by now), and 1d3 rounds paralyzis isn't exactly auto-lose either, specially because whetever you make or lose the save you can't be affected by it again for 24 hours.
Hmm, Contagion has instant incubation, so it works as a way of dealing ability damage. Added a clause to allow it to bypass disease immunity.
I would say growth is pretty good by itself, but added a couple new abilities to those levels.
Done.
Can't make spawns now, more uses per day, done.
It's suposed to be a semi-permanent ability. It's not suposed to be easy to get rid off.
- Turns crushed items into diamond dust now.
- Yes. Total eclipse!
Well, both aspects were buffed. More summons, combat bonus while inside darkness, making oponents blinded with your punches, turning oponent's gear in money right on the spot, greater bonus during eclipse, how is it now?