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View Full Version : D&D 3.x Other Nosgothian Vampire [LoK 3.5 Template]



Beelzebub1111
2014-04-11, 01:40 PM
As you may or may not know, I'm working on converting Nosgoth from the Legacy of Kane series into 3.5 D&D rules (http://www.giantitp.com/forums/showthread.php?338246-Nosgoth-Legacy-of-Kane-3-5), as such I need a new vampire template, here's my attempt to make one.

Also, any suggestions for more evolutions would be gladly taken into consideration.

Nosgothian Vampire
Vampires look quite different from what they did in life. Their ears elongate and their features become more sharp and angular. Their hands grow sharp claws and their canines turn into razor sharp fangs.

Creating a Nosgothian Vampire
"Nosgothian Vampire" is an acquired template that can be added to any humanoid(referred to hereafter as the base creature).

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 humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice:
Increase all current and future Hit Dice to d12s.

Speed
Same as the base creature. If the base creature has a swim speed, the vampire retains its swim speed and loses its weakness to water.

Armor Class
The base creature’s natural armor bonus improves by +4.

Attacks
A vampire retains all the attacks of the base creature and also gains two claw attacks if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its claw attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its claws or a weapon, as it desires.

Full Attack
A vampire fighting without weapons uses either its claw attacks (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a claw or other natural weapon as a natural secondary attack

Damage
Vampires have claw attacks. 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.


SizeDamage
Fine or Diminutive1
Tiny1d2
Small1d3
Medium1d4
Large1d6
Huge1d8
Gargantuan2d6
Colossal2d8



Special Attacks
Blood Drain (Ex or Su): 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 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Alternatively a vampire may use its telekenesis to draw blood from a stunned or helpless individual within five feet. Doing so takes a full-round action that provokes an attack of opportunity, and is flat footed until the start of his next turn.

Vampire Telekenesis (Su): A vampire is able to manipulate objects with a thought. This effect is similar to the Mage Hand spell except that the caster level is equal to the vampire's HD and it may move objects 5 pounds per HD of the vampire.

Special Qualities
Fast Healing (Ex): A Vampire has fast healing based on its hit dice


HDFast Healing
1-41
5-93
10-165
17-2010
21+15



Scent (Ex): A vampire gains the scent ability

Turn Resistance (Ex): A vampire has +5 turn resistance.

Vulnerability to Fire (Ex): Vampires takes half again as much (+50%) damage as normal from fire

Weakness to Water (Ex): Vampires react to water as if it were acid (http://www.d20srd.org/srd/environment.htm#acidEffects).

Abilities
Increase from the base creature as follows: Str +6, Dex +4, Int +0, Wis +0, Cha +0. As an undead creature, a vampire has no Constitution score.

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

Challenge Rating: Base Creature + ?

Level Adjustement: Base Creature + ?

Vampire Evolution
As a vampire gains power its strengths may develop in unusual ways, starting at 5Hit Dice and every 4 subsequent Hit Dice, a vampire gains a minor evolution from the list below. At 11 hit dice it gains a major evolution which improves at 16 hit dice. A vampire with a major evolution's children gain a small portion of that power, and always gain the same evolution as that parent.

Minor Evolutions
Improved Telekinesis(Su): The vampire can use his telekinesis to move objects of 25lbs per HD at 20ft per round. Concentration must be maintained or the object is dropped. a creature may negate this effect on an object in its possession with a successful will save. The range improves to 400ft+40ft per HD, and it may manipulate the objects as if with one hand (as turning a key, pulling a rope, and so on)

Telekinetic Thrust (Su): The vampire may now use his telekinesis as a standard action to hurl up to one creature or object within 400ft+40ft per HD. It can hurl a total weight of 25lbs per HD to a target up to 10ft away from the target per HD. It must make a successful attack roll to hit the target with the items, using its base attack bonus + its Charisma modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Telekinetic Maneuver (Su): Once per round The vampire may use his telekinesis to perform a bull rush, disarm, grapple (including pin), or trip at a range of 400ft + 40ft per HD. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, it uses its HD in place of its base attack bonus (For disarm or grapple), it uses its charisma modifier in place of its strength or dexterity, and a failed attempt does not allow for a reactive attempt by the target. No save is allowed by these attempts

Spider Climb (Ex): The vampire can climb surfaces as the spider climb spell.

Alternate Form (Su): The vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural claw attacks 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.

Mistform (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

Wolf in Sheep's Clothing (Ex)The vampire changes its appearance to look once again as it did in life, while retaining all of its vampire powers and weaknesses. It no longer detects as undead from Detect Undead or Deathwatch spells. The vampire may revert to its monstrous form, and must do so if it wishes to use its claw attacks. If the vampires hit points fall below zero, it can not maintain its disguise until its hit points become positive again.

Berserk (Ex): The vampire can enter a frenzied state once per day per 4HD. The rage lasts a number of rounds equal to its hit dice while the vampire gets +4 Str, +2 Temporary Hit Points per HD, and a +2 morale bonus on will saves. While berserk, the vampire can not use Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A vampire can prematurely end this state. It may only berserk once per encounter.

Improved Claws (Ex): The vampire's claws deal damage as if it were one size larger. In addition, the claws overcome any damage reduction other than epic and ignore the first 20 points of hardness of objects.

Major Evolutions
Creature of the Deep: The vampire's skin becomes rough and scaled like that of a shark, and its hands become webbed. It loses its weakness to water and gains a swim speed equal to its land speed. At 16 HD it becomes even more shark-like. Its mouth becomes a gaping maw of razor sharp teeth gaining a secondary bite attack that deals damage as one size larger than its claws. It grows fins on its arms, legs and back improving its swim speed to twice its land speed. Finally, its natural armor bonus improves by 2. Vampires created by vampires with this evolution do not have a weakness to water.

Flamekin: The vampire loses its vulnerability to fire and gains fire resistance 10. At 16 HD it is no longer destroyed by sunlight and once per day it may unleash a torrent of flame dealing 1d6 damage per HD to all creatures in a 25ft radius around the vampire (Reflex save Half) as a supernatural ability. Vampires created by vampires with this evolution are no longer vulnerable to fire, but they still can be executed by it.

Titanic Monster: The vampire grows one size category. It's strength increases by 4, its dexterity is reduced by 2, its natural armor bonus improves by 4, and it gains two hit points per Hit Die. At 16HD the vampire grows by another size category, gaining an additional 4 strength, its dexterity reducing by another 2 and its natural armor further improving by 2. Vampires created by vampires with this evolution gain a +2 bonus to strength and an additional 1 hit point per HD. These bonuses do not stack when they gain this evolution.

Mesmerize: By meeting another humanoid's gaze, the vampire may hold their minds captive. 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 Hold Person spell (Caster level equal to HD), except that they may not take mental actions as well. This ability has a range of 30ft. At 16HD the effect becomes as Dominate Person, except that the duration is 10 minutes per HD. Vampires created by vampires with this evolution gain a +5 bonus on charisma checks, and charisma-related skill checks.

Slaying a Nosgothian Vampire
A vampire is not imediately destroyed upon reaching zero hit points. Instead, it is considered helpless until its fast healing brings its hit points above zero. There are four ways to permanently slay a vampire. The first is to impale it. This expels the vampires soul from its body and prevents it from re-entering while its physical form is impaled, paralyzing the vampire and stopping its fast healing. If its head taken at this point, its soul may never return to its body. A vampire that is submerged in water dissolves as if it were in acid. A vampire that's totally underwater while below zero hit points will be painfully destroyed. Fire is also quite harmful to vampires. A vampire that is set on fire damage while below zero hit points or is dealt fire damage that would put it below zero will cause it to slowly burn away to ash over 1d6 rounds, nothing can stop the slow and agonizing burning once it has started. Finally, exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Creating a new Nosgothian Vampire
Vampires can be created in several ways. First, a vampire may be created by another vampire by preforming a ritual on a freshly dead corpse (although it need not be killed by him). Most vampires are taught this ritual by their own sire, yet some must discover this secret on their own. It is also possible for a necromancer to use an artifact known as "The Heart of Darkness" to create a vampire. No matter how it is created, the vampire has little to no memories of its previous life (Though personality tends to remain intact), and starts as a lowly vampire with its minimum starting HD for its race (In most cases a single class level).

Beelzebub1111
2014-05-02, 12:45 PM
Added a new Minor evolution (wolf in sheep's clothing) and the ability to pass down portions of major evolutions to their next of kin.