Fivestalt:Dayturned Vampire Template

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(Created page with '== 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 min…')
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'''Alignment'''
'''Alignment'''
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:Usually evil (any)
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:Always evil (any)
'''Advancement'''
'''Advancement'''
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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.
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 Lords ==
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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...)
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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").
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'''Hit Dice''': Same as base vampire
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'''Speed''': Same as base vampire, plus dayturned lords can fly with speed 50 ft. and perfect maneuverability.
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'''AC''': The base vampire's natural armor bonus improves by +6.
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'''Attacks''': Same as base vampire.
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'''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.
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''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.
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''Energy Drain (Su)'': As base vampire, but a living creature hit by a vampire lord's slam attack takes 2 negative levels.
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''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.
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'''Special Qualities''': The dayturned lord retains all the special qualities of the base vampire, except as modified below, and gains those listed below.
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''Control Weather (Sp)'': A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will.
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''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.
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''Damage Reduction (Ex)'': A dayturned lord is extremely tough; it has damage reduction 15/silver or magic.
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''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).
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''Telekinesis (Su)'': A dayturned lord can use telekinesis (caster level 12th) at will.
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''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.
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''Turn Resistance (Ex)'': As base vampire +4.
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'''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).
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'''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.
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'''Skills''': A dayturned lord receives an additional +4 racial bonus to Sense Motive checks, and a +8 racial bonus to Diplomacy and Intimidate checks.
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'''Feats''': Dayturned lords gain Iron Will and Leadership as bonus feats, assuming the base vampire does not already have these feats.
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'''Climate/Terrain''': Any land or underground
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'''Organization''': Solitary
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'''Challenge Rating''': Same as base vampire +3
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'''Treasure''': Quadruple standard
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'''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.
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'''Advancement''': By character class
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'''Level Adjustment''': Same as the Base Creature +3.
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=== Dayturned Lord Weaknesses ===
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Dayturned lords are much more resistant to many standard vampire vulnerabilities than even their lesser bretheren.
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Dayturned lords are not affected by sunlight in any way.
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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.
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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).
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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 vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest. (Or, just resurrect the body.)

Revision as of 04:49, 23 March 2013

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