Dayturned Vampire Template

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(Creating A Dayturned Vampire)
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Dayturned vampires are still bound to their coffins and the unholy earth of their graves. However, they are not nearly as easily identified as normal vampires - they cast shadows, and show their reflections in mirrors.
Dayturned vampires are still bound to their coffins and the unholy earth of their graves. However, they are not nearly as easily identified as normal vampires - they cast shadows, and show their reflections in mirrors.
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== Creating A Dayturned Vampire ==
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== Creating A Dayturned Vampire (+4 variant) ==
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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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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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: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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:Increase all current and future Hit Dice to d12s.
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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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'''Armor Class'''
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:The base creature’s natural armor bonus improves by +4.
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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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'''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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'''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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Size Damage
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Fine 1
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Diminutive 1d2
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Tiny 1d3
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Small 1d4
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Medium 1d6
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Large 1d8
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Huge 2d6
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Gargantuan 2d8
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Colossal 4d6
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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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''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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''Dayturned vampires do not gain Children of the Night.''
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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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''Create Spawn (Su)''
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:A humanoid or monstrous humanoid slain by a dayturned vampire’s energy drain, or by their CON being drained to 0, rises as a vampire spawn 1d4 days after burial.
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:The new vampire 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 vampire spawn.c` 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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:It is good to note that dayturned vampires turn others as normal vampires do - so turning a non-feytouched in daylight will only result in a pile of dust.
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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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'''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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Dayturned Vampires do not gain Alternate Form.
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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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''Fast Healing (Ex)''
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:A dayturned 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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:Dayturned vampires ''do not'' gain this effect while exposed to sunlight.
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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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''Resistances (Ex)''
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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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:A vampire can climb sheer surfaces as though with a spider climb spell.
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''Turn Resistance (Ex)''
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:A vampire has +2 turn resistance.
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'''Abilities'''
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:Increase from the base creature as follows: STR +2, DEX +4, INT +2, CHA +4. As an undead creature, a dayturned vampire has no Constitution score.
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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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'''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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:Any, usually same as base creature.
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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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'''Challenge Rating'''
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:Same as the base creature +2.
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'''Treasure'''
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:Double standard.
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'''Alignment'''
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:Usually evil (any)
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'''Advancement'''
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:By character class.
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'''Level Adjustment'''
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:Same as the base creature +4.
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== Creating A Dayturned Vampire (+2 variant) ==
'''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.
'''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.

Revision as of 06:48, 5 February 2012

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