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    Default Tiered Vampire Fix (3.5 Templates, PEACH)

    So, I've always found it a bit silly that the Vampire template in 3.5e has LA +8. I mean, eight levels? That's the difference between casting Enervation and Empowered Disintegrate, for crying out loud! The benefits of the template are not commensurate with the cost - and if they were, it would have to absolutely dominate any build that it has a place in. So, when I decided to run a campaign heavy on Vampires, I decided to write up a handful of templates that would work equally well for PC Vampires and NPC Vampires. I'm not at all confident in balance here, but hopefully they're a little closer to it than the official templates - any feedback would be appreciated!

    I've got the first three of a planned five templates completed. The fourth and fifth templates will probably have no listed Level Adjustment, but I'd really like these to be balanced for player use.

    Fledgling Vampire
    Spoiler
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    "Fledgling Vampire" is a template that can be added to any living creature (referred to hereafter as the "base creature"). The creature's type changes to "undead." It uses all the base creature's statistics and special abilities except as noted here.

    Size
    Same as base creature.

    Hit Dice and Hit Points
    All current and future hit dice change to d12's.

    Speed
    The fledgling gains a +10 bonus to base land speed.

    Armor Class
    The fledgling gains a +2 Dodge Bonus to AC.

    Attack and Full Attack
    The fledgling gains a bite attack, which does damage as a Longsword sized for a creature of the same size as the vampire. This attack is a primary natural attack, unless the base creature already had such an attack. It may be used in a full attack with any other attack, excepting other bite attacks.

    Special Attacks
    Drain Blood (Ex): Whenever the fledgling successfully makes a bite attack, it deals 1d3 points of Constitution damage and gains 5 temporary hit points.

    Special Qualities
    Alternate Form (Su): A fledgling can assume the shape of a bat as a standard action once per day. While in its alternate form the vampire gains the natural weapons and extraordinary special attacks of its new form. It remains in this form until the next sunrise, at which point it reverts to its natural shape.

    Damage Reduction (Su): A fledgling vampire has DR 5/Silver.

    Resistances (Ex): A fledgling vampire has resistance 10 to cold and electricity.

    Turn Resistance (Ex): A fledgling vampire has +2 Turn Resistance.

    Fast Healing (Su): A fledgling vampire has Fast Healing 2.

    Discorporation (Su): If a fledgling vampire is reduced to 0 hit points, it discorporates into a gas, which reforms in the nearest cold, dark, safe location into the fledgling's body. After one week, the fledgling returns to unlife at 1 HP. During this week, their Fast Healing does not function and the vampire is considered to be helpless, and may be slain permanently by the methods listed under weaknesses.

    Saves
    Same as base creature, except for Undead traits.

    Abilities
    +2 Strength, +4 Dexterity, +2 Charisma. As an undead, a fledgling has no Constitution score.

    Skills
    A fledgling receives a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

    Feats
    The fledgling receives Combat Reflexes and Improved Initiative as bonus feats.

    Challenge Rating
    CR +1

    Alignment
    The base creature's alignment changes to any Evil.

    Level Adjustment
    The base creature's Level Adjustment increases by 2.

    Special: Vampire Weaknesses

    Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don't harm the vampire - they merely keep it at bay.

    Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

    Simply reducing a vampire's hit points to 0 or below incapacitates but doesn't destroy it. However, certain attacks can slay vampires.

    Exposing any vampire to direct sunlight disorients it: It can take only one standard or move action per turn and is destroyed utterly on the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round.

    Driving a wooden stake through a vampire's heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed.

    Vampire
    Spoiler
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    ôVampire" is a template that can be added to any Fledgling Vampire. The creature's type remains undead.
    The Vampire must also choose a Path of Night upon receiving this template. The Path of Night determines certain attacks and qualities for Vampires. The Paths are Dominion, Blood, Death, and Shadow.

    Size
    Same as base creature.

    Hit Dice and Hit Points
    As Fledgling, plus see Unholy Toughness Special Quality.

    Speed
    The Vampire gains a +20 bonus to base land speed. This stacks with the bonus granted by the Fledgling template, for a +30 total bonus over the base creature.

    Armor Class
    The Vampire gains a +2 Dodge Bonus to AC. This stacks with the bonus granted by the Fledgling template, for a +4 total bonus over the base creature.

    Attack and Full Attack
    Same as base fledgling.

    Special Attacks
    Drain Blood (Ex): Whenever the vampire successfully makes a bite attack, it deals 1d4 points of Constitution drain and gains 10 temporary hit points. If the opponent is immune to Constitution drain, the vampire gains no temporary hit points. This replaces the Drain Blood attack of the Fledgling.
    Energy Drain (Su): The first time in a round when a Vampire deals damage to a particular opponent, they leech energy from them, dealing one negative level and healing the Vampire for 8 hit points. If the opponent is immune to the negative level, the Vampire is not healed.

    Path of Dominion: Enthrall (Su): A vampire of the Path of Dominion may at will, as a standard action, use the Dominate Person spell as an SLA. The Save DC is Charisma-Based. A creature that successfully makes a save against this ability cannot be affected by this Vampire with it for 24 hours.

    Path of Blood: Blood Carnival (Su): A vampire of the Path of Blood revels in destruction and combat. As a free action, they may enter a state similar to a Barbarian's Rage, with the same restrictions on actions. While in this state, their Energy Drain does not function.

    They double the value of their Fast Healing and Damage Reduction, and gain +4 Strength, +4 Dexterity, and an additional attack per round as per the Haste spell. They may make iterative attacks at no penalty and may make iterative attacks with their bite weapon. (That is, a Vampire Fighter 11 in Blood Carnival could either make four attacks with a weapon at +11 BAB and a bite attack as a secondary natural weapon, or four bite attacks at +11 BAB.)

    Blood Carnival lasts for one round for every point of Charisma bonus the Vampire has.

    Blood Carnival may be used once for every time the vampire has fed deeply in the past 24 hours.

    Path of Death: Rebuke Undead (Su): A vampire of the Path of Death may Rebuke Undead as an Evil Cleric, with an effective cleric level of their Hit Dice +4.

    Path of Shadow: Hide in Plain Sight (Su): A Vampire of the Path of Shadow can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

    Special Qualities
    Alternate Form (Su): A vampire can assume the shape of a dire bat or dire wolf as a standard action. While in its alternate form the vampire gains the natural weapons and extraordinary special attacks of its new form. It remains in this form until either the next sunrise or when it takes a standard action to revert to regular form. This replaces the Alternate Form ability of the Fledgling.

    Damage Reduction (Su): A vampire has DR 10/Silver and Magic. This replaces the damage reduction of the Fledgling.

    Resistances (Ex): A vampire has resistance 20 to cold and electricity. This replaces the energy resistance of the Fledgling.

    Turn Resistance (Ex): A vampire has +4 Turn Resistance. This replaces the Turn Resistance of the Fledgling.

    Fast Healing (Su): A vampire has Fast Healing 5. This replaces the Fast Healing of the Fledgling.

    Discorporation (Su): If a full vampire is reduced to 0 hit points, it discorporates into a gas, which reforms in the nearest cold, dark, safe location into the vampire's body. After one day, the vampire returns to unlife at 1 HP. During this day, their Fast Healing does not function and the vampire is considered to be helpless, and may be slain permanently by the methods listed under weaknesses. This replaces the Discorporation ability of the Fledgling.

    Unholy Toughness (Su): The vampire gains one half of its Charisma modifier to its hit points for each hit die.

    Saves
    Same as base creature.

    Abilities
    +2 Strength, +2 Dexterity, +2 Charisma, +2 Wisdom. These bonuses stack with the bonuses granted by the Fledgling template, for a total +4 Strength, +6 Dex, +2 Wis, +4 Cha. As an undead, a Vampire has no Constitution score.

    Skills
    A vampire receives a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. These bonuses stack with the bonuses granted by the Fledgling template, for a total of +8.

    Feats
    The vampire receives no additional feats as bonus feats.

    Challenge Rating
    CR +2 (3 for vampires of the Path of Blood)

    Alignment
    Same as base fledgling.

    Level Adjustment
    The base fledgling's Level Adjustment increases by 2 (3 for vampires of the Path of Blood).

    Special: Vampire Weaknesses (As Fledgling)

    Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don't harm the vampire - they merely keep it at bay.
    Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
    Simply reducing a vampire's hit points to 0 or below incapacitates but doesn't destroy it. However, certain attacks can slay vampires.
    Exposing any vampire to direct sunlight disorients it: It can take only one standard or move action per turn and is destroyed utterly on the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round.
    Driving a wooden stake through a vampire's heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed.


    Vampire Lord
    Spoiler
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    ôVampire Lord" is a template that can be added to any full Vampire. The creature's type remains undead.
    The Vampire Lord must continue on the Path of Night chosen with the Vampire template. The Paths are Dominion, Blood, Death, and Shadow.

    Size
    Same as base creature.

    Hit Dice and Hit Points
    As Vampire, but see the improved Unholy Toughness.

    Speed
    The Vampire Lord gains a +40 bonus to base land speed. This stacks with the bonus granted by the Fledgling and Vampire templates, for a +70 total bonus over the base creature.

    The Vampire Lord also gains a Fly Speed with Perfect maneuverability and speed equal to their base land speed.

    Armor Class
    The Vampire Lord gains their Charisma modifier as a Deflection bonus to AC.

    Attack and Full Attack
    The Vampire Lord gains the ability to shape their hands into claws, each dealing damage as their Bite, though not functioning for Drain Blood. These claws may be used while wielding a weapon.

    Special Attacks
    Drain Blood (Ex): Whenever the Vampire Lord successfully makes a bite attack, it deals 1d3+2 points of Constitution drain and gains 15 temporary hit points. If the opponent is immune to Constitution drain, the vampire gains no temporary hit points. This replaces the Drain Blood attack of the Vampire.

    Energy Drain (Su): The first time in a round when a Vampire Lord deals damage to a particular opponent, they leech energy from them, dealing two negative levels and healing the Vampire Lord for 12 hit points. If the opponent is immune to the negative levels, the Vampire is not healed.

    Sire (Su): A Vampire Lord may, as a full round action, apply the Vampire Fledgling (and, at its option, also the Vampire) template(s) to any creature within its reach that qualifies. An unwilling subject may make a Fortitude Save to resist. Upon Siring a Vampire or Fledgling, the Vampire Lord may control it by means of their shared blood. This control is similar to the absolute control granted by Rebuking undead, but does not count towards any sort of limits for the control of undead outside of this ability. A Vampire Lord may control in this fashion at most a number of Vampires or Fledglings equal to half of its Hit Dice. A Vampire Lord can only control Fledglings of at most 2 HD less than himself, and full Vampires of at most 4 HD less than himself. That is, a 12 HD Vampire Lord could control up to six Vampires (of up to 8 HD) or Fledglings (of up to 10 HD). Attempting to control Vampires beyond this limit requires at least one previously controlled vampire to be released. A Vampire Lord may release control of any or all of their spawn as a free action. Once this control has been relinquished, it cannot be regained by any means short of Resurrecting the creature and re-Turning it. A creature that loses the Fledgling or Vampire template is automatically released from the control of their Sire.

    Path of Dominion: Greater Enthrall (Su): A Vampire Lord of the Path of Dominion may at will, as a standard action, use the Dominate Monster spell as an SLA. The Save DC is Charisma-Based. A creature that successfully makes a save against this ability cannot be affected by this Vampire with it for 24 hours.

    Path of Blood: True Blood Carnival (Su): A Vampire Lord of the Path of Blood is unsurpassed in destruction and combat. While they use their Blood Carnival ability, they do not take the restrictions on actions that an ordinary Vampire would, and their Energy Drain attack functions normally. While Blood Carnival lasts, they may take an extra Standard or Move action every round.

    Path of Death: Lord of the Grave (Su): A Vampire Lord of the Path of Death may use Animate Dead as a Spell-Like Ability at will. Their caster level for this effect (and effective level for control limits) is considered to be their Hit Dice plus five. Their control pool for this Spell-like Ability is separate from the pools of any other undead-creating ability, including other sources of the Animate Dead spell.

    Path of Shadow: Shadow Pounce (Ex): Any time a Vampire Lord on the Path of Shadow uses an ability, spell, or effect with the teleportation descriptor, he may execute a full attack upon completion of the teleportation. The Vampire Lord must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target.

    Special Qualities

    Shapeshifting (Su): A Vampire Lord can assume the shape of any Animal or Magical Beast of Large size or smaller as a move action. It remains in this form as long as it desires, and may return to normal form as a free action. This ability otherwise functions as the Polymorph spell. . This replaces the Alternate Form ability of the Vampire.

    Damage Reduction (Su): A Vampire Lord has DR 10/Silver and Good. This replaces the damage reduction of the Fledgling.

    Resistances (Ex): A Vampire Lord is Immune to Cold and Electricity.

    Turn Resistance (Ex): A Vampire Lord has +6 Turn Resistance. This replaces the Turn Resistance of the Vampire.

    Fast Healing (Su): A Vampire Lord has Fast Healing 10. This replaces the Fast Healing of the Vampire.

    Discorporation (Su): If a Vampire Lord is reduced to 0 hit points, it discorporates into a gas, which reforms in any cold, dark, location within twenty miles of the site of the vampire's defeat into the vampire's body. After six hours, the vampire returns to unlife at 1 HP. During this time, their Fast Healing does not function and the vampire is considered to be helpless, and may be slain permanently by the methods listed under weaknesses. This replaces the Discorporation ability of the Vampire.

    Telepathy (Su): A Vampire Lord gains Telepathy out to 100 feet. It may communicate with any creature with which it shares a language, and all undead.

    Unholy Toughness (Su): The Vampire Lord gains its full Charisma modifier to its hit points for each hit die. This replaces the Unholy Toughness ability of the Vampire.

    Saves
    Same as base creature.

    Abilities
    +4 Strength, +4 Dexterity, +4 Charisma. These bonuses stack with the bonuses granted by the Fledgling and Vampire templates, for a total +8 Strength, +10 Dex, +2 Wis, +8 Cha. As an undead, a Vampire Lord has no Constitution score.

    Skills
    As base Vampire.

    Feats
    The Vampire Lord receives Improved Natural Attack (Bite), Undead Leadership, Mindsight, and Lifesense as Bonus Feats.

    Challenge Rating
    CR +3

    Alignment
    Same as base fledgling.

    Level Adjustment
    The base Vampire's Level Adjustment increases by 3.

    Special: Vampire Weaknesses

    Unless helpless as a result of their Discorporation ability, a Vampire Lord is unaffected by any traditional vampiric weaknesses excepting sunlight. Even while helpless, only a stake to the heart (which must do at least one damage) or exposure to sunlight for a full hour can kill a Vampire Lord.

    While active, a Vampire Lord can function mostly effectively in full sunlight, but their Fast Healing, Damage Reduction, and Path abilities do not work.


    Spoiler: Changelog
    Show
    v0.1: First versions of Fledgling, Vampire, Lord templates.
    v0.2: Split and reworked Path of Death in Vampire and Lord templates into Path of Death and Path of Shadow. Replaced Vampire Lord's Alternate Form with Shapeshifting. Rewrote Sire control. Nerfed Vampire Lord DR.
    Last edited by MightBeABook; 2015-04-29 at 06:14 PM.
    My Homebrew:

    Traits Revisited

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