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Dicefreaks Template: Vampire
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Xtian
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Post Posted: Fri May 25, 2007 2:53 am    Post subject: Dicefreaks Template: Vampire Reply with quote
Created by Dicefreaks
Creating a Vampire

“Vampire” is an acquired template that can be added to any living creature (referred to hereafter as the base creature).

Vampires grow stronger with age - a vampire's rank is determined by how many years it has spent as a vampire, as shown on the table below.

A vampire uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Undead (Augmented [base creature's type]). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: All current and future HD become d12s. Eminent and older vampires also gain bonus HP using their Charisma modifier in place of Constitution.

Speed: A vampire's speed increases by 10 feet per age category.

AC: A vampire gains an increase to its natural armor equal to to 5 plus his age category. Elder and older vampires gain a profane bonus equal to their age category. Ancient and older vampires gain a deflection bonus equal to their Charisma modifier.

Special Attacks: A vampire retains all the base creature’s special attacks and gains those listed below. All saves are against DC 10 + 1/2 the vampire's HD + the vampire's Charisma modifier.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing Constitution drain each round the pin is maintained (see the table below). On each such successful attack, the vampire gains 5 temporary hit points per rank.

Children of the Night (Su): Vampires command the lesser creatures of the world and once per day per age category can call forth 10 HD per age category of the same animals as specified for the vampire's Alternate Forms. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour per age category. Most vampires call wolves, bats or rats.

Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (at a caster level equal to his HD). The ability has a range of 50 feet per rank.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s bite attack rises as a vampire spawn 1d4 days after burial.

Any vampire may create another vampire by feeding his blood to a dying (between -1 and -9 hit points) victim. The victim makes a Will Save followed by a Fortitude Save. If the Will save is successful, the blood has no effect, if the Fortitude save is successful, the creature dies but does not rise as one of the undead. If the victim fails both saves, they die, only to rise as a vampire with the next sunset.

An elder or older vampire may create another vampire by draining the victims blood on three consecutive nights. Upon the second night the victim makes a Will save; if successful, the bite has no effect beyond the draining of blood. If the victim fails the Will save, the vampire may transform them into a vampire by draining their blood the next night, this time reducing their Constitution to 0. They then make a Fortitude save; if successful they die but do not rise as one of the undead. If the victim fails both saves, they seem to die only to rise as a vampire with the next sunset.

An ancient or older vampire may transform a victim into a vampire with only a single bite. Any victim who has failed their Will save against the vampire's domination power and whose blood the vampire has drained can be forced to make a Fortitude save or seem to die and to rise as a vampire at the next sunset. The vampire may force any one creature to make this save once every 24 hours.

The vampire has control over all spawn and vampires that it creates. At any given time a vampire may have enslaved spawn totaling no more than its own Hit Dice times its rank; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.

Alternate Form (Su): A vampire can assume the shape of one of any three animals (or dire versions thereof) as a standard action. These animals may not have more Hit Dice than the vampire itself. This ability is similar to a polymorph spell cast by a caster of a level equal to the vampire's Hit Dice, except that the vampire does not regain hit points for changing form and must choose from among those three forms. While in its alternate form, the vampire loses its blood drain and domination abilities, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms). Vampires are normally able to transform into rats, bats and wolves.

Damage Reduction (Su): A vampire has damage reduction according to the table below. A vampire’s natural weapons are treated as magic and evil weapons for the purpose of overcoming damage reduction. Those of eminent and older rank also count as epic weapons for this purpose.

Damned (Ex): A vampire is the the living dead and is an inherently unholy thing. They may not approach within 5 feet of anyone holding a holy symbol of a good aligned deity. They take 2d6 points of damage from holy water. They cast no reflection in mirrors. They must make a Will save (DC 30) to cross running water (complete immersion in which damages them as half-strength sunlight would). Finally, they are nauseated when within 20 feet of one of the following; white roses, garlic or wolfsbane. Rarely, vampires are vulnerable to another type of plant instead.

Fast Healing (Ex): A vampire heals 5 points of damage per age category each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed (it can travel up to nine miles in 2 hours). Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. While helpless, a vampire may be paralyzed by driving a wooden stake through its heart. This is a full round action and provokes an attack of opportunity. The vampire remains in stasis until the stake is removed (allowing the vampire to resume healing) or until the vampire is slain (usually by decapitation).

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Immunities (Ex): A vampire has immunities according to the table below.

Resistances (Ex): A vampire has resistances according to the table below.

Sleep of the Dead (Ex): As the sun rises, the vampire falls into unconsciousness and cannot be awakened until the sun sets. Noises, lights, and even attacks do not stir the creature. Once the sun sets, the vampire instantly springs to full alertness.

A vampire may, however, make a Will save (DC 20) to stay awake for an hour. At the end of the hour, the vampire must make another Will Save, this time against a DC of 25 to remain awake another hour. At the end of the second hour, the vampire must make a DC 30 Will save and so on. When a vampire does finally sleep, they sleep an additional two hours past sunset for every one they were awake for after sunrise.

Spider Climb (Su): A vampire can climb sheer surfaces as though affected by a spider climb spell.

Sunlight Vulnerability (Ex): In daylight, a vampire looses all supernatural abilities, its fast healing and its racial bonuses to Strength and Dexterity. It takes a -4 penalty to attack rolls, skill checks, ability checks and AC. Furthermore, vampires of eminent or lesser age take damage from the sunlight; newborn vampires take 50 points of damage a round, young vampires take 20 points of damage a round, elder vampires take 10 points of damage a round and eminent vampires take 1 point of damage a round. Half this amount if the vampire is in cloudy conditions or at twilight. A vampire destroyed by sunlight (or spells like sunburst) does not assume gaseous form.

The Hunger (Ex): A vampire must feed on blood daily, typically via their blood drain attack. A vampire must ingest no fewer than 4 Constitution points of blood per day. For each day this requirement is not met, the vampire suffers one negative level (to a minimum of 1 HD) and its powers are reduced as though it lost one age category (to a minimum of newborn). For each day the vampire ingests the minimum requirement of blood, one lost level and age category are restored. If the vampire ingests bloods from other sources, such as animals or fresh corpses, they gain only 1/2 the normal amount of Constitution points they would otherwise get.

Turn Resistance (Ex): A vampire has turn resistance equal to twice its age category.

Saves: Same as the base creature adjusted for ability increase.

Abilities: A vampires gains ability bonuses according to the table below. As an undead creature, a vampire has no Constitution score.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes as bonus feats, assuming the base creature meets the prerequisites and doesn’t already have these feats. Eminent and older vampires also gain Epic Reflexes, Improved Combat Reflexes and Superior Initiative.

Challenge Rating: As base creature +2, plus an additional +1 at the young, eminent, and primal ranks.

Alignment: Always evil (any)

Advancement: Same as the base creature.

Newborn (0-50): Str +6, Dex +4, Int +2, Wis +2, Cha +4. Blood drain 1d4 Con. Cold and electricity resistance 10. DR 10/magic and silver. No salient abilities.

Young (50-200): Str +8, Dex +6, Int +2, Wis +2, Cha +6. Blood drain 1d6 Con. Cold and electricity resistance 15. DR 15/magic and silver. 1 salient ability.

Elder (200-500): Str +10, Dex +6, Int +4, Wis +4, Cha +6. Blood drain 1d8 Con. Cold and electricity resistance 20, acid resistance 5. DR 15/ good and silver. 2 salient abilities.

Eminent (500-1000): Str +12, Dex +8, Int +4, Wis +4, Cha +8. Blood drain 2d6 Con. Cold and electricity immunity, acid resistance 10. DR 15/epic, good and silver. 3 salient abilities.

Ancient (1000+): Str +14, Dex +8, Int +6, Wis +6, Cha +8. Blood drain 3d6 Con. Cold and electricity immunity, acid resistance 15, fire or sonic resistance 5. DR 20/epic, good and silver. 5 salient abilities.

Primal: Str +16, Dex +10, Int +6, Wis +6, Cha +10. Blood drain 3d8 Con. Cold and electricity immunity, acid resistance 20, fire or sonic resistance 10 . DR 25/epic, good and silver. 7 salient abilities.
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Last edited by Xtian on Fri Jan 25, 2008 12:59 pm; edited 1 time in total
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Xtian
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Joined: 30 Nov 2006
Posts: 3259
Location: Avernus
Post Posted: Fri May 25, 2007 2:54 am    Post subject: Reply with quote
Vampire Salient Abilities

Aquatic (Ex)
The vampire has grown fishlike over the centuries.
Prerequisites: Elder or older.
Benefits: The vampire gains a swim speed equal to its land speed and gains the ability to cross running water freely and without risk of damage.

Aura of Desecration (Su)
The vampire's unholy prescence bolsters undead, and has ill effects on holy items, plants, and water nearby.
Prerequisites: Eminent or older, Godless, Stain on Nature, Cha 21+.
Benefits: The vampire's presence has all the affects of a nightshade's descrecating aura. However, it extends for 10 ft. times their rank times their Charisma modifier. In addition, all holy symbols within this radius combust, melt, shatter, bend in half, or are otherwise somehow destroyed, rendering them useless for turn attempts, as spell foci, or other uses. If a holy symbol was enchanted, it is entitled to a Fortitude save to avoid this effect. All non-sentient plants within the radius wither and die; sentient ones must make a Fortitude save or die. All water within this radius freezes solid. This evil aura frightens animals; untrained animals flee if possible or attack if cornered, while trained animals are skittish and unresponsive. All Handle Animal checks within the aura's radius suffer a -10 penalty.

Bloodthirsty (Ex)
The vampire's bire is more draining than most
Prerequisites: Improved Natural Attack (bite)
Benefits: The vampire deals 3 additional points of Con damage on a successful blood drain attempt. This salient ability can be taken more than once.

Clawed (Ex)
The vampire has developed clawed hands over the centuries.
Prerequisites: Elder or older.
Benefits: The vampire gains 2 claw attacks which deal damage as per the table below.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Command Undead (Su)
The vampire can force lesser undead into subserviance.
Prerequisites: Wis 21+.
Benefits: The vampire may rebuke/command undead as an evil cleric of its HD.

Dark Blessing (Ex)
The vampire is utterly evil, and its ties to the negative energy plane protect it.
Prerequisities: Elder or older, Cha 21+.
Benefits: The vampire may add it's Charisma modifier to all saving throws. This does not stack with the blackguard ability of the same name.

Energy Drain (Su)
The vampire's strong ties to the negative energy plane allow it to drain life from its victims.
Benefits: The vampire gains a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain one negative level per rank. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Flight (Su)
The vampire can levitate and fly through willpower alone.
Prerequisites: Eminent or older
Benefits: The vampire gains a fly speed of 50 ft.(perfect).

Frightful Presence (Su)
The vampire can unsettle mortals when it attacks, gestures, or even smiles.
Prerequisities: Cha 23+.
Benefits: The vampire gains the frightful presence ability, as described in the Monster Manual. As stated above, the trigger varies depending on the vampire.

Godless (Ex)
The vampire can ignore the effects of holy items.
Prerequisites: Wis 21+.
Benefits: The vampire may now physically attack someone displaying a holy symbol. It takes half damage from the touch of holy symbols or holy water, and it's turn resistance is doubled. Once it reaches the eminent age category, it takes only one point of damage from holy symbols or holy water, and it's turn resistance is tripled rather than doubled.

Hypnotic Vapor (Su)
The vampire's gaseous form has hypnotic powers.
Prerequisities: Cha 21+.
Benefits: The vampire can use its dominate ability while in gaseous form. To the target, the gaseous vampire appears to roil in a soothing, hypnotic pattern, while colors shimmer in its nebulous, misty form. Only the target perceives these changes in the vampire's gaseous form. All the normal rules for the domination power apply.

Improved Domination (Su)
The vampire can dominate foes simply by speaking to them.
Prerequisities: Elder or older, Cha 25+.
Benefits: The vampire can now command by voice as well as gaze. It does not require line of sight to the target, but the target must be able to hear the vampire's voice. The range of this ability extends to 10 times the vampire's rank times its Charisma modifier. The vampire can effect a number of opponents per round equal to its rank. Victims of its domination power are not freed of the vampire's control during daylight hours; the vampire can verbally command any creature in its thrall even in direct sunlight.

Light Sleep (Ex)
Unlike most vampires, this vampire is not helpless during daylight hours.
Prerequisities: Young or older, Wis 21+.
Benefits: The vampire must still rest during the day, but can be awakened by ambient noise or motion (taking the normal -10 penalty to Listen checks when sleeping), and is definitely awakened by any attack.

Master of the Night (Su)
The vampire is a true master of the world and it's creatures.
Prerequisites: Elder or older, Wis 21+, Cha 23+
Benefits: The vampire may summon twice the normal alloted amount of children when using its Children of the Night ability.

Pillage of Blood (Su)
The vampire has learned to draw the blood from its targets at range.
Prerequisites: Ancient or older, Bloodthirsty, Scent, Flight.
Benefits: The vampire can make a ranged touch attack with a range of 60 ft. once per round, dealing blood drain damage as per a vampire two age categories younger. The vampire's body becomes stiff, reducing their base movement by 1/2 of their total.

Powerful Personality (Ex)
The vampire has a commanding personality and a way with words.
Prerequisites: Cha 23+.
Benefits: The vampire gains a +8 racial bonus to Diplomacy and Intimidate checks.

Regeneration (Ex)
The vampire can reattach or regrow lost body parts.
Prerequisities: Elder or older, Cha 21+.
Benefits: The vampire can reattach any lost limb or body part (save for its head) instantly, by holding it to the stump. Otherwise, it regrows on its own in 1d4 rounds. This regrowth is negated if the vampire has been staked through the heart - however, it reactivates if the stake is removed and the body has not been destroyed.

Ressurection (Ex)
The vampire is notoriously difficult to slay.
Prerequisities: Eminent or older.
Benefits: The vampire can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the base creature was born). The only way to make sure that the vampire does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire can regenerate in a week if the ashes are placed inside one of its places of rest.

Scent (Ex)
The vampire has a keen sense of smell.
Prerequisites: Wis 21+.
Benefits: The vampire gains the Scent feat.

Seductive (Ex)
The vampire is intensly sexually magnetic.
Prerequisites: Cha 25+
Benefits: Hetrosexuals of the opposite sex, homosexuals of the same sex, and bisexuals take a penalty to all Will saves against the vampire's special abilities equal to the vampire's Charisma modifer.

Spell-Like Abilities (Sp)
The vampire has developed a number of magical powers to manipulate its surroundings.
Prerequisities: Elder or older, Int 15+.
Benefits: The vampire may use control weather and telekinesis at will as a sorcerer of its own HD.

Spell Resistance (Su)
The vampire has grown resistant to magic.
Prerequisites: Eminent or older, Cha 25+.
Benefits: The vampire aquires Spell Resistance equal to 13+HD.

Stain on Nature (Su)
The vampire's mere existance is harmful to plants.
Prerequisites: Elder or older
Benefits: The vampire's presence slays all non-sentient plants within 20 feet. It is no longer affected by white roses, garlic or wolfsbane. Sentient plant creatures must make a Fortitude save (DC 10 + 1/2 vampire's HD + vampire's Charisma modifier) or die.

Sunlight Resilience (Ex)
Unless properly destroyed, the vampire can recover from sunlight destruction.
Prerequisites: Elder or older, Wis 21+, Cha 23+.
Benefits: When destroyed by sunlight, the vampire seems to die, but unless the body is disposed of (through staking it, decapitating it, then filling the mouth with holy wafers), it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.

Telepathic (Sp)
The vampire can communicate telepathically.
Prerequisities: Int 21+.
Benefits: The vampire gains 100 ft. telepathy, and can use detect thoughts at will as a sorcerer of its own HD.

Translocation (Sp)
The vampire may move from place to place without traversing the spaces between them.
Prerequisites: 60 ft. speed, Dex 25+.
Benefits: The vampire may use dimensional door at will as a move-equivalent action. His caster level is equal to his HD.

Winged (Ex)
The vampire has, over the centuries, developed immense, bat-like wings.
Prerequisites: Elder or older, Wis 21+.
Benefits: The vampire gains a fly speed of 30 ft. (good) and gains a wing buffet attack that inflicts damage according to the table below:

Size Damage
Fine 0
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 3d6
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