ThatHobbitGuy
2019-10-02, 09:13 PM
I'm not 100% sure this is where I should post this but for a 3.5 game I am playing, I thought it would be fun to play a vampire or a Half-Vampire, and when I saw the Half-Vampire template (https://www.realmshelps.net/monsters/templates/halfvampire.shtml) I decided to make one with +0 LA. I didn't really make anything new but just changed stuff from the one I found. I know it is bad but it's my first try at something like this
"Half-vampire" is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature's size and type do not change.
A half-vampire uses all the base creature's statistics and special abilities except as noted here.
Armour Class: A half-vampire's natural armour bonus improves by 2.
Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.
Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.
Abilities: Increase from the base creature as follows: Dex +2, Cha +2.
Feats: A half-vampire gains Improved Initiative, if the base creature doesn't already have that feat.
Weaknesses: Half-Vampires cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol gives a Half-Vampire -4 penalty to physical ability scores and on all attacks, saves, and skill checks while it is presented. If garlic is ingested by a Half-Vampire they will throw up the meal and take a -4 penalty to physical ability scores and on all attacks, saves, and skill checks for the next 4 hours.
They have a slight fear of mirrors, and are shaken at the sight of them, and this lasts for 1d4 + 2 rounds after the mirror is gone, but they cast reflections as living beings do.
Half-Vampires can cross over or through running water with no impediments, though if they are fully immersed they will drown as normal for the base creature.
A Half-Vampire is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it desires. If they are under direct sunlight for more than hours a day, it takes a -4 penalty to physical ability scores and on all attacks, saves, and skill checks for the rest of the day.
A Half-Vampires is not killed outright by a wooden stake driven through its heart, but the stake deals x10 damage and automatically counts as a critical hit. If the Half-Vampire is reduced to 0 hit points or less they turn to dust.
"Half-vampire" is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature's size and type do not change.
A half-vampire uses all the base creature's statistics and special abilities except as noted here.
Armour Class: A half-vampire's natural armour bonus improves by 2.
Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.
Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.
Abilities: Increase from the base creature as follows: Dex +2, Cha +2.
Feats: A half-vampire gains Improved Initiative, if the base creature doesn't already have that feat.
Weaknesses: Half-Vampires cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol gives a Half-Vampire -4 penalty to physical ability scores and on all attacks, saves, and skill checks while it is presented. If garlic is ingested by a Half-Vampire they will throw up the meal and take a -4 penalty to physical ability scores and on all attacks, saves, and skill checks for the next 4 hours.
They have a slight fear of mirrors, and are shaken at the sight of them, and this lasts for 1d4 + 2 rounds after the mirror is gone, but they cast reflections as living beings do.
Half-Vampires can cross over or through running water with no impediments, though if they are fully immersed they will drown as normal for the base creature.
A Half-Vampire is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it desires. If they are under direct sunlight for more than hours a day, it takes a -4 penalty to physical ability scores and on all attacks, saves, and skill checks for the rest of the day.
A Half-Vampires is not killed outright by a wooden stake driven through its heart, but the stake deals x10 damage and automatically counts as a critical hit. If the Half-Vampire is reduced to 0 hit points or less they turn to dust.