Dayturned Vampire Template

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(Creating A Dayturned Vampire (+2 variant))
(Dayturned Vampire Characters)
 
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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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Only one technique for working around this was developed before the fall of the civilizations that developed it - the technique known as Dayturning, which can only work on feytouched beings, turned while exposed to daylight, by the draining of their blood. The technique did not grant the resulting beings nearly as much power, but did grant them the ability to work in the daylight - making them useful in a different set of circumstances than normal vampires, with some overlap. (Running Water still worked on non-aquatic fey, making them less desirable.)
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Only one technique for working around this was developed before the fall of the civilizations that developed it - the technique known as Dayturning, which can only work on feytouched beings, turned while exposed to daylight, by the draining of their blood. The technique did not grant the resulting beings nearly as much power, but did grant them the ability to work in the daylight - making them useful in a different set of circumstances than normal vampires, with some overlap. (Running Water still worked on non-aquatic fey, making them less desirable.) The result, when used on part-fey, essentially 'burns out' much of their fey nature.
Dayturning almost never occurs by accident, simply because a vampire has to be taking active effort to drain someone's blood while sunlight shines upon that person (and, in most cases, by necessity not the vampire themself), and it doesn't work on most people - they have to know the target is feytouched or fey before trying it, lest they simply create a pile of dust instead of a useful minion.
Dayturning almost never occurs by accident, simply because a vampire has to be taking active effort to drain someone's blood while sunlight shines upon that person (and, in most cases, by necessity not the vampire themself), and it doesn't work on most people - they have to know the target is feytouched or fey before trying it, lest they simply create a pile of dust instead of a useful minion.
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== Creating A Dayturned Vampire (+4 variant) ==
== 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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'''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:
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* Has a fey-related template or racial modification, or to any fey.
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* Has at least 5 Hit Dice
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.
'''Size and Type'''
'''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). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
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:Further, if the base creature is not a full fey, they lose their fey race or templates. Do not recalculate statistics, base attack bonus, saves, or skill points.
'''Hit Dice'''
'''Hit Dice'''
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'''Speed'''
'''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). This applies ''even if'' the creature only had a swim speed from a lost fey property.
'''Armor Class'''
'''Armor Class'''
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''Create Spawn (Su)''
''Create Spawn (Su)''
: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.
: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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: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. 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.
: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.
: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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== Creating A Dayturned Vampire (+2 variant) ==
== Creating A Dayturned Vampire (+2 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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'''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:
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* Has a fey-related template or racial modification, or to any fey.
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* Has at least 5 Hit Dice
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'''
'''Size and Type'''
:The creature’s type changes to undead (augmented humanoid, fey). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
: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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:Further, if the base creature is not a full fey, they lose their fey race or templates. Do not recalculate stats.
'''Hit Dice'''
'''Hit Dice'''
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'''Speed'''
'''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). This applies ''even if'' the creature only had a swim speed from a lost fey property.
'''Armor Class'''
'''Armor Class'''
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''Fast Healing (Ex)''
''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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:A dayturned vampire heals 3 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 3 hit points per round.
:Dayturned vampires ''do not'' gain this effect while exposed to sunlight.
:Dayturned vampires ''do not'' gain this effect while exposed to sunlight.
''Gaseous Form (Su)''
''Gaseous Form (Su)''
: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.
: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.
 
''Turn Resistance (Ex)''
''Turn Resistance (Ex)''
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'''Skills'''
'''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 +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
'''Feats'''
'''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 Combat Reflexes and Improved Initiative assuming the base creature meets the prerequisites and doesn’t already have these feats.
'''Environment'''
'''Environment'''
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'''Challenge Rating'''
'''Challenge Rating'''
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:Same as the base creature +2.
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:Same as the base creature +1.
'''Treasure'''
'''Treasure'''
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'''Level Adjustment'''
'''Level Adjustment'''
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:Same as the base creature +4.
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:Same as the base creature +2(???).
== Dayturned Vampire Weaknesses ==
== Dayturned Vampire Weaknesses ==
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Dayturned Vampires have far fewer weaknesses than standard vampires, allowing them to handle many situations that normal vampires cannot, and blend into societies more easily. However, some weaknesses still apply.
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Dayturned Vampires have far fewer weaknesses than standard vampires, allowing them to handle many situations that normal vampires cannot, and blend into societies more easily. However, some weaknesses still apply - including any weaknesses they had as Fey. Anything that would bypass their Damage Reduction as a Fey, or that they had a suspectibility to, will bypass their damage reduction as a Dayturned Vampire as well.
=== Repelling Dayturned ===
=== Repelling Dayturned ===
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Dayturned vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship... Unless they have a swim speed, in which case they can cross running water freely.
Dayturned vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship... Unless they have a swim speed, in which case they can cross running water freely.
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Dayturned vampires may enter places without being invited - however, if not invited by someone with the authority to do so, they are treated as if affected by daylight at all times (unless under a full moon). This never applies in public spaces, as they are by definition open to all. This is a mental effect - they have to know or not have reason to doubt the authority of the person who invited them in to not be affected.
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Dayturned vampires may enter places without being invited - however, if not invited by someone with the authority to do so, they are treated as if affected by daylight at all times (unless under a full moon). This never applies in public spaces, as they are by definition open to all - nor does it apply to places of public business, as they are by definition open for business (however, passing an 'employees only' sign would still cause them trouble). This is a mental effect - they have to know or not have reason to doubt the authority of the person who invited them in to not be affected.
=== Sunlight ===
=== Sunlight ===
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Dayturned vampires are not destroyed by sunlight, but lose many of their powers while exposed to it (or while they are in a place uninvited). While lit by sunlight, a dayturned vampire loses their energy drain, gaseous form, and fast healing powers (except for effects which reduce them to 0 HP. Spells that produce sunlight do not cause these effects - only actual sunlight. (Natural sunlight reflected in a mirror works.)
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Dayturned vampires are not destroyed by sunlight, but lose many of their powers while exposed to it (or while they are in a place uninvited). While lit by sunlight, a dayturned vampire loses their energy drain, gaseous form (except for in response to effects which reduce them to 0 HP), and fast healing powers. Spells that produce sunlight do not cause these effects - only actual sunlight. (Natural sunlight reflected in a mirror works.)
Sudden exposure to daylight disorients a Dayturned vampire for a few seconds - during the first round they are exposed to it, they may take only a move or a standard action (not both). This does not apply if they have been exposed to sunlight in the last five minutes.
Sudden exposure to daylight disorients a Dayturned vampire for a few seconds - during the first round they are exposed to it, they may take only a move or a standard action (not both). This does not apply if they have been exposed to sunlight in the last five minutes.
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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. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
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. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
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''Resurrection'' and ''True Resurrection'' can restore a dayturned vampire to their original life after they have been destroyed.
== Dayturned Vampire Characters ==
== Dayturned Vampire Characters ==
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Dayturned vampires' alignments move one step towards evil; that is, good characters become neutral, and neutral characters become evil. This causes characters of certain classes to lose some class abilities. Further, certain other classes take additional modifications. Any action that is commanded of a dayturned vampire by their creator cannot be resisted, even if it would be against their alignment or nature. They may regain their old alignments over time; however, they cannot become good for the purposes of mechanical effects  
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Dayturned vampires' alignments move one step towards evil; that is, good characters become neutral, and neutral characters become evil. This causes characters of certain classes to lose some class abilities. Further, certain other classes take additional modifications. Any action that is commanded of a dayturned vampire by their creator cannot be resisted, even if it would be against their alignment or nature. They may regain their old alignments over time; however, they cannot become good for the purposes of mechanical effects.
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Dayturned vampires' personalities tend to shift a good bit, even beyond the alignment shift; they remain capable of acting like their old selves in general, but tend to become obsessed with their own power and the power of their dark masters. They often embrace finery, decadence, and conspicuous consumption,
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Further, Dayturned Vampires, ''even if they have regained their free will otherwise or are being compelled'', can not attack the being that turned them. The effect is psychosomatic in nature (so their not realizing it's the being that turned them somehow would allow them to attack them), but is absolute in nature.
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Dayturned vampires' personalities tend to shift a good bit, even beyond the alignment shift; they remain capable of acting like their old selves in general, but tend to become obsessed with their own power and the power of their dark masters. They often embrace finery, decadence, and conspicuous consumption.
=== Cleric ===
=== Cleric ===
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=== Wizard or Sorcerer ===
=== Wizard or Sorcerer ===
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Dayturned vampire wizards and sorcerers maintain all class abilities, but if a character has a familiar that is ''not'' available due to a feat and is ''not'' a bat or a rat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.
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Dayturned vampire wizards and sorcerers maintain all class abilities, but if a character has a familiar that is ''not'' available due to a feat and is ''not'' a bat or a rat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat. Many dayturned vampires use one or another alternate class feature or ritual to abandon having a familiar altogether.
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== Dayturned Vampire Feats ==
== Dayturned Vampire Feats ==

Current revision as of 20:47, 21 March 2012

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