The Demented One
2007-09-28, 01:19 AM
Vampire
Creating a Vampire
Vampire is an applied template that can be added to any humanoid or monstrous humanoid.
Size and Type
Size remains unchanged. Type changes to Undead.
Hit Dice
Increase all racial and class HD to d12's.
Armor Class
A Vampire gains a +1 natural armor bonus to AC for every three HD it has.
Special Attacks
A Vampire retains all the special attacks of the base creature and also gains the following special attacks. In addition to the following special attacks, some Vampires have salient special attacks, described below.
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 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Vampire gains 5 temporary hit points that last 1 hour per HD of the victim.
Create Spawn (Su)
A humanoid or monstrous humanoid whose Constitution score is reduced to 0 by a Vampire’s blood drain ability dies and rise, 1d4 days later as a Vampire Spawn if it had 4 or less HD and as a Vampire if it had 5 or more HD.If the creature's HD are equal to your own minus four or greater, then it is created as a free-willed undead. Otherwise, the new Vampire or spawn is under the command of the Vampire that created it and remains enslaved until its master’s destruction. Spawned Vampires lack salient abilities, have the same weaknesses as the Vampire that spawned them, and cannot create spawn of their own. At any given time a Vampire may have enslaved spawn totaling no more than twice its own Hit Dice; 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.
Salient Special Attacks
In addition to the standard special attacks listed above, some vampires have unique special attacks, detailed below. Upon gaining the template, a Vampire may choose between 1 and 3 of the following salient special attacks to gain.
Children of the Night (Su)
Once per day, a Vampire with the children of the night salient attack can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the Vampire for up to 1 hour. Some Vampires may use this attack to summon different types of creatures of equivalent strength.
Dominate (Su)
A Vampire with the dominate salient 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, DC 10 + ½ the Vampire’s HD + the Vampire’s Charisma modifier, or fall instantly under the vampire’s influence as though by a dominate person spell, with caster level equal to the Vampire’s HD. The ability has a range of 30 feet.
Energy Drain (Su)
Whenever a Vampire with the energy drain salient attack successfully damages a creature with a natural weapon or unarmed strike, that creature gains 2 negative levels. For each negative level bestowed, the Vampire gains 5 temporary hit points. A Vampire can use its energy drain ability once per round. A creature killed by a Vampire’s energy drain ability rises 1d4 days later as a Vampire Spawn, regardless of its HD. If a Vampire gains this salient attack but does not have any natural weapons, then it gains two slam attacks that deal damage appropriate for its size.
Frightening Presence (Ex)
A Vampire with the frightening presence salient attack can cause fear by attacking or draining a creature of blood. Whenever a Vampire with this ability attacks a creature or uses its drain blood ability, all creatures within 30 ft. of it must make a Will save, DC 10 + ½ the Vampire’s HD + the Vampire’s Charisma modifier, or be frightened for 5d6 rounds. Once a creature successfully saves against a Vampire’s frightful presence ability, then it is immune to it for 24 hours.
Wracking Pain (Ex)
Whenever a Vampire with the wracking pain salient quality drains blood from a creature, that creature must make a Fortitude save, DC 10 + ½ the Vampire’s HD + the Vampire’s Strength modifier, or be overcome by pain, becoming paralyzed for 1d6 rounds.
Special Qualities
A Vampire retains all the special qualities of the base creature and also gains the following qualities. In addition to the following special qualities, some Vampires have salient special qualities, described below.
Damage Reduction (Ex)
A Vampire has damage reduction 1/–. The amount of this damage reduction increases by one for every 5 HD the Vampire has.
Fast Healing (Ex)
A Vampire heals 5 points of damage each round so long as it has at least 1 hit point.
Resistances (Ex)
A Vampire has resistance to cold 10 and electricity 10.
Turn Resistance (Ex)
A Vampire has +1 turn resistance. The amount of this turn resistance increases by 1 for every 5 HD the Vampire has.
Salient Special Qualities
In addition to the standard special qualities listed above, some vampires have unique special qualities, detailed below. Upon gaining the template, a Vampire may choose between 1 and 3 of the following salient special qualities to gain.
Alternate Form (Su)
A Vampire with the alternate form salient quality 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 attacks and any supernatural special abilities it has, 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. Some Vampires may use this attack to take on the form of different types of creatures of equivalent strength.
Gaseous Form (Su)
As a standard action, a Vampire with the gaseous form salient quality can assume gaseous form at will as the spell, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If a Vampire with this quality is reduced to 0 hp, it automatically assumes gaseous form.
Inhuman Speed (Ex)
As a swift action, a Vampire with the inhuman speed salient quality may move up to its move speed plus 15 ft. Once it has used this ability, it must wait 5 rounds before it can use it again.
Invisible (Su)
Vampires with the invisible salient quality are naturally invisible. They may suppress or resume this ability as a swift action. The see invisibility and true seeing spells can reveal an invisible Vampire, and the invisibility purge spell prevents the Vampire from using this ability for a number of rounds equal to the spell’s caster level.
Spider Climb (Ex)
A Vampire with the spider climb salient quality can climb sheer surfaces, as though with the spider climb spell.
Shadowform (Su)
As a swift action, a Vampire with the shadowform salient quality may become ethereal until the beginning of its next round. Once a Vampire has used this ability, it must wait 5 rounds before it can use it again.
Unholy Toughness (Ex)
A Vampire with the unholy toughness salient quality gains an amount of bonus hp equal to its Charisma modifier for every HD it has.
Weaknesses
All Vampires have certain weaknesses, some shared, some unique. Firstly, all Vampires are vulnerable to and weakened by sunlight. A Vampire caught in natural sunlight is dazzled, takes 1d10 points of damage each round, and cannot use any of its supernatural abilities.
Secondly, all Vampires are vulnerable to being staked. Wooden stakes are treated as simple light weapons that deal 1d2 piercing damage and have a critical threat range of x2. If a character attacks a Vampire in melee with a stake and would threaten a critical hit, he may make a roll to confirm the critical, even though vampires are not affected by them, at a -8 penalty. If the confirmation roll is successful, then the character successfully stakes the Vampire’s heart, destroying it instantly. In addition, if a character coup de grace’s a Vampire with a stake, it is destroyed as well.
In addition, some Vampires may have one to fouradditional weaknesses, chosen from the list below:
Increased Sunlight Vulnerability: Vampires with this weakness are extremely vulnerable to sunlight–it’s merest touch is enough to kill them. If it is exposed to natural sunlight, it is disoriented, and can take only a single action. If it does not exit the sunlight by the end of its next round, it is destroyed.
Dominion Vulnerability: A Vampire with this weakness cannot enter certain areas unbidden. It cannot enter a house or private dwelling of its own power without the explicit permission of the dwelling’s owner. In addition, they can never enter temples or other places of worship belonging to good deities, or areas that have been hallowed (but not those that have been consecrated).
Talisman Vulnerability: Vampires with this weakness can be repelled by certain talismans. They cannot tolerate the smell of garlic, nor the presence of mirrors, or holy symbols held by characters that worship the deity of the symbol. They cannot voluntarily come within 5 ft. of any of these objects, and if they begin their turn within 5 ft. of such an object, they cannot take any actions until they move away.
Water Vulnerability: Vampires with this weakness cannot cross running water or tolerate immersal. They cannot cross running water of their own power, though they can cross it while on a ship or in their coffin. If a Vampire with this weakness is immersed in water, it takes 2d20 points of damage each round.
Abilities
Increase from the base creature as follows: Str +6, Dex +4, Cha +4. As an undead creature, a vampire has no Constitution score.
Challenge Rating
A Vampire has a base CR equal to the base creature’s CR plus 2. In addition, for every salient attack or quality the Vampire has, increase its LA by 1/3; but for every additional weakness it has, reduce it by 1/3. If this leaves a Vampire with a fractional CR, round it up. A Vampire’s CR cannot be reduced below +2 by additional weaknesses.
Alignment
Always Evil.
Level Adjustment
A Vampire has a base LA equal to the base creature’s LA plus 3. In addition, for every salient attack or quality the Vampire has, increase its LA by ½; but for every additional weakness it has, reduce it by ½. If this leaves a Vampire with a fractional LA, round it up. A Vampire’s LA cannot be reduced below +3 by additional weaknesses.
Creating a Vampire
Vampire is an applied template that can be added to any humanoid or monstrous humanoid.
Size and Type
Size remains unchanged. Type changes to Undead.
Hit Dice
Increase all racial and class HD to d12's.
Armor Class
A Vampire gains a +1 natural armor bonus to AC for every three HD it has.
Special Attacks
A Vampire retains all the special attacks of the base creature and also gains the following special attacks. In addition to the following special attacks, some Vampires have salient special attacks, described below.
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 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Vampire gains 5 temporary hit points that last 1 hour per HD of the victim.
Create Spawn (Su)
A humanoid or monstrous humanoid whose Constitution score is reduced to 0 by a Vampire’s blood drain ability dies and rise, 1d4 days later as a Vampire Spawn if it had 4 or less HD and as a Vampire if it had 5 or more HD.If the creature's HD are equal to your own minus four or greater, then it is created as a free-willed undead. Otherwise, the new Vampire or spawn is under the command of the Vampire that created it and remains enslaved until its master’s destruction. Spawned Vampires lack salient abilities, have the same weaknesses as the Vampire that spawned them, and cannot create spawn of their own. At any given time a Vampire may have enslaved spawn totaling no more than twice its own Hit Dice; 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.
Salient Special Attacks
In addition to the standard special attacks listed above, some vampires have unique special attacks, detailed below. Upon gaining the template, a Vampire may choose between 1 and 3 of the following salient special attacks to gain.
Children of the Night (Su)
Once per day, a Vampire with the children of the night salient attack can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the Vampire for up to 1 hour. Some Vampires may use this attack to summon different types of creatures of equivalent strength.
Dominate (Su)
A Vampire with the dominate salient 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, DC 10 + ½ the Vampire’s HD + the Vampire’s Charisma modifier, or fall instantly under the vampire’s influence as though by a dominate person spell, with caster level equal to the Vampire’s HD. The ability has a range of 30 feet.
Energy Drain (Su)
Whenever a Vampire with the energy drain salient attack successfully damages a creature with a natural weapon or unarmed strike, that creature gains 2 negative levels. For each negative level bestowed, the Vampire gains 5 temporary hit points. A Vampire can use its energy drain ability once per round. A creature killed by a Vampire’s energy drain ability rises 1d4 days later as a Vampire Spawn, regardless of its HD. If a Vampire gains this salient attack but does not have any natural weapons, then it gains two slam attacks that deal damage appropriate for its size.
Frightening Presence (Ex)
A Vampire with the frightening presence salient attack can cause fear by attacking or draining a creature of blood. Whenever a Vampire with this ability attacks a creature or uses its drain blood ability, all creatures within 30 ft. of it must make a Will save, DC 10 + ½ the Vampire’s HD + the Vampire’s Charisma modifier, or be frightened for 5d6 rounds. Once a creature successfully saves against a Vampire’s frightful presence ability, then it is immune to it for 24 hours.
Wracking Pain (Ex)
Whenever a Vampire with the wracking pain salient quality drains blood from a creature, that creature must make a Fortitude save, DC 10 + ½ the Vampire’s HD + the Vampire’s Strength modifier, or be overcome by pain, becoming paralyzed for 1d6 rounds.
Special Qualities
A Vampire retains all the special qualities of the base creature and also gains the following qualities. In addition to the following special qualities, some Vampires have salient special qualities, described below.
Damage Reduction (Ex)
A Vampire has damage reduction 1/–. The amount of this damage reduction increases by one for every 5 HD the Vampire has.
Fast Healing (Ex)
A Vampire heals 5 points of damage each round so long as it has at least 1 hit point.
Resistances (Ex)
A Vampire has resistance to cold 10 and electricity 10.
Turn Resistance (Ex)
A Vampire has +1 turn resistance. The amount of this turn resistance increases by 1 for every 5 HD the Vampire has.
Salient Special Qualities
In addition to the standard special qualities listed above, some vampires have unique special qualities, detailed below. Upon gaining the template, a Vampire may choose between 1 and 3 of the following salient special qualities to gain.
Alternate Form (Su)
A Vampire with the alternate form salient quality 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 attacks and any supernatural special abilities it has, 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. Some Vampires may use this attack to take on the form of different types of creatures of equivalent strength.
Gaseous Form (Su)
As a standard action, a Vampire with the gaseous form salient quality can assume gaseous form at will as the spell, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If a Vampire with this quality is reduced to 0 hp, it automatically assumes gaseous form.
Inhuman Speed (Ex)
As a swift action, a Vampire with the inhuman speed salient quality may move up to its move speed plus 15 ft. Once it has used this ability, it must wait 5 rounds before it can use it again.
Invisible (Su)
Vampires with the invisible salient quality are naturally invisible. They may suppress or resume this ability as a swift action. The see invisibility and true seeing spells can reveal an invisible Vampire, and the invisibility purge spell prevents the Vampire from using this ability for a number of rounds equal to the spell’s caster level.
Spider Climb (Ex)
A Vampire with the spider climb salient quality can climb sheer surfaces, as though with the spider climb spell.
Shadowform (Su)
As a swift action, a Vampire with the shadowform salient quality may become ethereal until the beginning of its next round. Once a Vampire has used this ability, it must wait 5 rounds before it can use it again.
Unholy Toughness (Ex)
A Vampire with the unholy toughness salient quality gains an amount of bonus hp equal to its Charisma modifier for every HD it has.
Weaknesses
All Vampires have certain weaknesses, some shared, some unique. Firstly, all Vampires are vulnerable to and weakened by sunlight. A Vampire caught in natural sunlight is dazzled, takes 1d10 points of damage each round, and cannot use any of its supernatural abilities.
Secondly, all Vampires are vulnerable to being staked. Wooden stakes are treated as simple light weapons that deal 1d2 piercing damage and have a critical threat range of x2. If a character attacks a Vampire in melee with a stake and would threaten a critical hit, he may make a roll to confirm the critical, even though vampires are not affected by them, at a -8 penalty. If the confirmation roll is successful, then the character successfully stakes the Vampire’s heart, destroying it instantly. In addition, if a character coup de grace’s a Vampire with a stake, it is destroyed as well.
In addition, some Vampires may have one to fouradditional weaknesses, chosen from the list below:
Increased Sunlight Vulnerability: Vampires with this weakness are extremely vulnerable to sunlight–it’s merest touch is enough to kill them. If it is exposed to natural sunlight, it is disoriented, and can take only a single action. If it does not exit the sunlight by the end of its next round, it is destroyed.
Dominion Vulnerability: A Vampire with this weakness cannot enter certain areas unbidden. It cannot enter a house or private dwelling of its own power without the explicit permission of the dwelling’s owner. In addition, they can never enter temples or other places of worship belonging to good deities, or areas that have been hallowed (but not those that have been consecrated).
Talisman Vulnerability: Vampires with this weakness can be repelled by certain talismans. They cannot tolerate the smell of garlic, nor the presence of mirrors, or holy symbols held by characters that worship the deity of the symbol. They cannot voluntarily come within 5 ft. of any of these objects, and if they begin their turn within 5 ft. of such an object, they cannot take any actions until they move away.
Water Vulnerability: Vampires with this weakness cannot cross running water or tolerate immersal. They cannot cross running water of their own power, though they can cross it while on a ship or in their coffin. If a Vampire with this weakness is immersed in water, it takes 2d20 points of damage each round.
Abilities
Increase from the base creature as follows: Str +6, Dex +4, Cha +4. As an undead creature, a vampire has no Constitution score.
Challenge Rating
A Vampire has a base CR equal to the base creature’s CR plus 2. In addition, for every salient attack or quality the Vampire has, increase its LA by 1/3; but for every additional weakness it has, reduce it by 1/3. If this leaves a Vampire with a fractional CR, round it up. A Vampire’s CR cannot be reduced below +2 by additional weaknesses.
Alignment
Always Evil.
Level Adjustment
A Vampire has a base LA equal to the base creature’s LA plus 3. In addition, for every salient attack or quality the Vampire has, increase its LA by ½; but for every additional weakness it has, reduce it by ½. If this leaves a Vampire with a fractional LA, round it up. A Vampire’s LA cannot be reduced below +3 by additional weaknesses.