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Fivestalt:Dayturned Vampire Template
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== Lore == Dayturning is a ritual of transformation developed by a group of vampires a few centuries before the Rending, designed to allow the responsible vampires to create minions capable of operating in broad daylight - both in the sense that they would seem more human, and in the sense that the sun wouldn't burn them to dust in a matter of seconds. Any potential of advancing the research was lost in the chaos of the Rending - only recently have a few hidden nefarious organizations even rediscovered that Dayturning is ''possible''. Dayturning was never accidental, due to its involved nature. It required the vampire specifically cover their entire body in cloths - no protective magics could be used, for even the slightest would disrupt the ritual - then biting and draining a fully healthy target while they were fully exposed to daylight, while casting a long, complex array of spells on them (usually through the aid of dominated servants). The result was a vampire that lost little in daylight, but lacked many powers and weaknesses of their bretheren. Of course, there are a few victims of the process still around from back then. The surviving Dayturned have had a long time to live, and their abilities have heightened with this time... == Creating a Dayturned Vampire == '''Dayturned Vampire''' is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). Unlike normal vampirization, it does not have a hit dice prerequisite. A dayturned vampire uses all the base creature’s statistics and special abilities except as noted here. '''Size and Type''' :The creature’s type changes to undead (augmented humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. '''Hit Dice''' :Increase all current and future Hit Dice to d12s. '''Speed''' :Same as the base creature. '''Armor Class''' :The base creature’s natural armor bonus improves by +6. '''Attack''' :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. '''Full Attack''' :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. '''Damage''' :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 Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 '''Special Attacks''' :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. ''Blood Drain (Ex)'' :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. ''Dayturned vampires do not gain Children of the Night.'' ''Dominate (Su)'' :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. ''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. :If the 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. 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 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 - while they'd have an easier time performing the Dayturning ritual (not needing to cover themselves in cloth first), their bite has no inherent ability to complete the ritual. ''Energy Drain (Su)'' :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. '''Special Qualities''' :A dayturned vampire retains all the special qualities of the base creature and gains those described below. Dayturned Vampires do not gain Alternate Form. ''Damage Reduction (Su)'' :A dayturned vampire has damage reduction 10/silver and magic. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. ''Fast Healing (Ex)'' :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. :Dayturned vampires ''do not'' gain this effect while exposed to sunlight. ''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. ''Resistances (Ex)'' :A vampire has resistance to cold 10 and electricity 10. ''Spider Climb (Ex)'' :A vampire can climb sheer surfaces as though with a spider climb spell. ''Turn Resistance (Ex)'' :A vampire has +4 turn resistance. '''Abilities''' :Increase from the base creature as follows: STR +2, DEX +6, INT +2, WIS +2, CHA +6. As an undead creature, a dayturned vampire has no Constitution score. '''Skills''' :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. '''Feats''' :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. '''Environment''' :Any, usually same as base creature. '''Organization''' :Solitary, pair (usually with a non-dayturned vampire), gang (2-5, mixed between dayturned and non-dayturned vampires). '''Challenge Rating''' :Same as the base creature +2. '''Treasure''' :Double standard. '''Alignment''' :Always evil (any) '''Advancement''' :By character class. '''Level Adjustment''' :Same as the base creature +8. == Dayturned Vampire Weaknesses == 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. === Repelling === The strong odor of raw garlic, laced into an area, overpowers a dayturned vampire's senses just like any ordinary vampire's. If they have to go through such an area for some reason, they are nauseated for as long as they are in the area, plus 1d4+1 rounds after that. Dayturned vampires show their reflection in a mirror and are not turned by it - however, their reflection will change ever so slightly, always in such a way as to reveal their bite mark. (For example, a collar covering the bite mark would not appear in the reflection.) Holy symbols still make dayturned vampires recoil - keeping them at bay without harming them. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding it item for the rest of the encounter (unless they drop it). Holding a vampire at bay takes a standard action. Dayturned vampires can safely cross running water without difficulty. 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. == Daylight == 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. == Destroying a Dayturned Vampire == Dayturned vampires are not vulnerable to sunlight as much as ordinary vampires, but otherwise can be slain in many of the same ways. 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). Resurrection and True Resurrection can restore a dayturned vampire to their original life after they have been destroyed. == Dayturned Vampire Characters == 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. 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. 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 === Dayturned vampire clerics lose the ability to turn undead, but gain the ability to rebuke undead. They may retain the ability to spontaneously cast cure spells (though these spells won't work on them any longer), or replace it with the ability to inflict inflict spells. === Wizard or Sorcerer === 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. == Dayturned Lords == Dayturned Lords are even rarer than dayturned vampires - for one to have betrayed and slain their lord was presumed vanishingly unlikely. (Indeed, perhaps it in fact was not betrayal at all...) Dayturned Lord is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least 10 that has already had the dayturned vampire template applied to it (hereafter referred to as the "base vampire"). '''Hit Dice''': Same as base vampire '''Speed''': Same as base vampire, plus dayturned lords can fly with speed 50 ft. and perfect maneuverability. '''AC''': The base vampire's natural armor bonus improves by +6. '''Attacks''': Same as base vampire. '''Special Attacks''': A vampire lord retains all the special abilities of the base vampire, except as modified below, and also gains those noted below. The saving throw, where applicable, is 10 + 1/2 the vampire lord's class and nonclass HD + the vampire lord's Charisma modifier, unless noted otherwise. ''Domination (Su)'': As base vampire, except that a vampire lord can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level. ''Energy Drain (Su)'': As base vampire, but a living creature hit by a vampire lord's slam attack takes 2 negative levels. ''Blood Drain (Su)'': As base vampire, but a dayturned lord's blood drain inflicts 1d3+1 points of Constitution drain each round the pin is maintained. '''Special Qualities''': The dayturned lord retains all the special qualities of the base vampire, except as modified below, and gains those listed below. ''Control Weather (Sp)'': A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will. ''Create Spawn (Su)'': As base dayturned vampire, but dayturned lords create only vampire slaves, never vampire spawn. The new vampire is enslaved to the dayturned lord until its master's death, and the willpower of the dayturned lord is too strong to allow it to break free of its enslavement. ''Damage Reduction (Ex)'': A dayturned lord is extremely tough; it has damage reduction 15/silver or magic. ''Fast Healing (Ex)'': As base vampire, but a vampire lord heals 8 hit points each round so long as it has at least 1 hit point. It has 24 hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A dayturned lord can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the base vampire was born). ''Telekinesis (Su)'': A dayturned lord can use telekinesis (caster level 12th) at will. ''Telepathy (Su)'': A dayturned lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile. ''Turn Resistance (Ex)'': As base vampire +4. '''Saves''': Same as the base vampire, plus the dayturned lord applies its Charisma modifier to all saving throws in addition to its other ability modifiers (as a paladin does). '''Abilities''': Increase from the base vampire as follows: Str +4, Dex +4, Int +2, Wis +2, Cha +6. As undead creatures, dayturned lords have no Constitution scores. '''Skills''': A dayturned lord receives an additional +4 racial bonus to Sense Motive checks, and a +8 racial bonus to Diplomacy and Intimidate checks. '''Feats''': Dayturned lords gain Iron Will and Lifesight as bonus feats, assuming the base vampire does not already have these feats. '''Climate/Terrain''': Any land or underground '''Organization''': Solitary '''Challenge Rating''': Same as base vampire +3 '''Treasure''': Quadruple standard '''Alignment''': Any nongood. In the transformation from dayturned vampire to dayturned vampire lord, once-good dayturned vampires recover some element of their former morality, though to a warped and incomplete extent. '''Advancement''': By character class '''Level Adjustment''': Same as the Base Creature +3. === Dayturned Lord Weaknesses === Dayturned lords are much more resistant to many standard vampire vulnerabilities than even their lesser bretheren. Dayturned lords are not affected by sunlight in any way. Dayturned lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do. A stake through a Dayturned lord's heart does not immediately kill them (but will damage them as normal if it beats their damage reduction). The most reliable way to make sure that a dayturned lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the dayturned lord can regenerate in a week if the ashes are placed inside one of its places of rest. (Or, just resurrect the body.)
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