Dayturned Vampire Template

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(Created page with 'This template was made specifically for Golemgame - its lore fits to that game's world. If you wish to use it in your campaign, take some efforts to adapt it to your world. …')
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This template was made specifically for [[Golemgame]] - its lore fits to that game's world. If you wish to use it in your campaign, take some efforts to adapt it to your world.
This template was made specifically for [[Golemgame]] - its lore fits to that game's world. If you wish to use it in your campaign, take some efforts to adapt it to your world.
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Dayturned Vampire
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== Dayturned Vampire Lore ==
During the development of the curse of vampirism, two major problems formed. First, only elves were able to be turned in initial generations - a weakness that was basically developed out over time, though elves still had the highest affinity for it. Second, and less able to be worked around, were a few critical weaknesses - most importantly to sunlight, which destroys a vampire with mere seconds of exposure, and to running water, to similar effect.
During the development of the curse of vampirism, two major problems formed. First, only elves were able to be turned in initial generations - a weakness that was basically developed out over time, though elves still had the highest affinity for it. Second, and less able to be worked around, were a few critical weaknesses - most importantly to sunlight, which destroys a vampire with mere seconds of exposure, and to running water, to similar effect.
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It is important to note that Dayturned vampires are just as bound to the one who turned them as normal ones. Their ability to operate autonomously does not grant them independence. Dayturned vampires look like they did while alive, except for the bite wound that killed them never healing (most use collars of one or another sort to conceal the injury)
It is important to note that Dayturned vampires are just as bound to the one who turned them as normal ones. Their ability to operate autonomously does not grant them independence. Dayturned vampires look like they did while alive, except for the bite wound that killed them never healing (most use collars of one or another sort to conceal the injury)
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Creating A Dayturned Vampire
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== Creating A Dayturned Vampire ==
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"Dayturned Vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature) that has a fey-related template or racial modification, or to any fey.
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'''Dayturned Vampire''' is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature) that has a fey-related template or racial modification, or to any fey.
A dayturned vampire uses all the base creature’s statistics and special abilities except as noted here.
A dayturned vampire uses all the base creature’s statistics and special abilities except as noted here.
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Size and Type
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'''Size and Type'''
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The creature’s type changes to undead (augmented humanoid, fey). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
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:The creature’s type changes to undead (augmented humanoid, fey). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
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Hit Dice
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'''Hit Dice'''
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Increase all current and future Hit Dice to d12s.
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:Increase all current and future Hit Dice to d12s.
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Speed
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'''Speed'''
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Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
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:Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
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Armor Class
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'''Armor Class'''
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The base creature’s natural armor bonus improves by +4.
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:The base creature’s natural armor bonus improves by +4.
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Attack
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'''Attack'''
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A dayturned vampire retains all the attacks of the base creature and also gains a slam attack 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 slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
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:A dayturned vampire retains all the attacks of the base creature and also gains a slam attack 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 slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
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Full Attack
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'''Full Attack'''
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A dayturned vampire fighting without weapons uses either its slam attack (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 slam or other natural weapon as a natural secondary attack.
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:A dayturned vampire fighting without weapons uses either its slam attack (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 slam or other natural weapon as a natural secondary attack.
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Damage
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'''Damage'''
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Dayturned vampires have slam 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.
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:Dayturned vampires have slam 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.
Size Damage
Size Damage
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Colossal 4d6
Colossal 4d6
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Special Attacks
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'''Special Attacks'''
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A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier unless noted otherwise.
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:A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier unless noted otherwise.
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Blood Drain (Ex)
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''Blood Drain (Ex)''
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A dayturned 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 1d3 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 3 temporary hit points.
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:A dayturned 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 1d3 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 3 temporary hit points.
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Dayturned vampires do not gain Children of the Night.
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''Dayturned vampires do not gain Children of the Night.''
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Dominate (Su)
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''Dominate (Su)''
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A dayturned 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 (caster level 12th). The ability has a range of 30 feet.
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:A dayturned 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 (caster level 12th). The ability has a range of 30 feet.
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Create Spawn (Su)
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''Create Spawn (Su)''
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A humanoid or monstrous humanoid slain by a dayturned vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
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:A humanoid or monstrous humanoid slain by a dayturned vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If the dayturned vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.  
If the dayturned vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.  
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In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. 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.
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:In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. 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.
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Energy Drain (Su)
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''Energy Drain (Su)''
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Living creatures hit by a dayturned vampire’s slam attack (or any other natural weapon the vampire might possess), while no sunlight shines on the vampire, gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A dayturned vampire can use its energy drain ability once per round.
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:Living creatures hit by a dayturned vampire’s slam attack (or any other natural weapon the vampire might possess), while no sunlight shines on the vampire, gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A dayturned vampire can use its energy drain ability once per round.
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Special Qualities
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'''Special Qualities'''
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A dayturned vampire retains all the special qualities of the base creature and gains those described below.
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:A dayturned vampire retains all the special qualities of the base creature and gains those described below.
Dayturned Vampires do not gain Alternate Form.
Dayturned Vampires do not gain Alternate Form.
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Damage Reduction (Su)
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''Damage Reduction (Su)''
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A dayturned vampire has damage reduction 5/silver and magic. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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:A dayturned vampire has damage reduction 5/silver and magic. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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Fast Healing (Ex)
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''Fast Healing (Ex)''
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A vampire heals 5 points of damage 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.
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:A vampire heals 5 points of damage 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.
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Gaseous Form (Su)
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''Gaseous Form (Su)''
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As a standard action, when sunlight does not shine on them, a dayturned 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. Dayturned vampries still take gaseous form automatically when reduced to 0 HP, even if daylight shines on them.
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:As a standard action, when sunlight does not shine on them, a dayturned 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. Dayturned vampries still take gaseous form automatically when reduced to 0 HP, even if daylight shines on them.
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Resistances (Ex)
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''Resistances (Ex)''
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A vampire has resistance to cold 5 and electricity 5.
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:A vampire has resistance to cold 5 and electricity 5.
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Spider Climb (Ex)
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''Spider Climb (Ex)''
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A vampire can climb sheer surfaces as though with a spider climb spell.
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:A vampire can climb sheer surfaces as though with a spider climb spell.
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Turn Resistance (Ex)
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''Turn Resistance (Ex)''
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A vampire has +2 turn resistance.
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:A vampire has +2 turn resistance.
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Abilities
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'''Abilities'''
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Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a dayturned vampire has no Constitution score.
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:Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a dayturned vampire has no Constitution score. ('''How to modify this?''')
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Skills
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'''Skills'''
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Dayturned vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
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:Dayturned vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
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Feats
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'''Feats'''
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Dayturned vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
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:Dayturned vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
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Environment
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'''Environment'''
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Any, usually same as base creature.
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:Any, usually same as base creature.
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Organization
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'''Organization'''
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Solitary, pair (usually with a non-dayturned vampire), gang (2-5, mixed between dayturned and non-dayturned vampires).
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:Solitary, pair (usually with a non-dayturned vampire), gang (2-5, mixed between dayturned and non-dayturned vampires).
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Challenge Rating
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'''Challenge Rating'''
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Same as the base creature +2.
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:Same as the base creature +2.
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Treasure
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'''Treasure'''
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Double standard.
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:Double standard.
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Alignment
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'''Alignment'''
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Always evil (any).
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:Usually evil (any)
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Advancement
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'''Advancement'''
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By character class.
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:By character class.
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Level Adjustment
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'''Level Adjustment'''
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Same as the base creature +???.
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:Same as the base creature +'''???'''.

Revision as of 05:12, 4 February 2012

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