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<blockquote data-quote="TheVengefulKoala" data-source="post: 5406430" data-attributes="member: 99681"><p><span style="font-family: 'Verdana'"><span style="color: white"><u><span style="font-size: 12px"><strong>Vampire (Template)</strong></span></u></span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Vampires speak, read, and write the languages they knew in life.</span></span></p><p><strong><span style="font-family: 'Verdana'"><span style="font-size: 10px"><span style="color: white">Template Traits</span></span></span></strong></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">“Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid (referred to hereafter as the base creature). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Challenge Rating: </span></strong><span style="font-family: 'Verdana'">Same as the base creature +2.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Undead:</span></strong><span style="font-family: 'Verdana'"> Vampires have the traits and immunities common to undead.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Hit Dice:</span></strong><span style="font-family: 'Verdana'"> Change to d12. Vampires have no Constitution score.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Speed:</span></strong><span style="font-family: 'Verdana'"> 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).</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Defense:</span></strong><span style="font-family: 'Verdana'"> The base creature’s natural armor improves by +6.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Attacks: </span></strong><span style="font-family: 'Verdana'">A vampire retains all the attacks of the base creature and gains a claw attack if it didn’t already have one. The vampire’s claw attack deals damage according to its size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Special Qualities:</span></strong><span style="font-family: 'Verdana'"> A vampire retains all the special qualities of the base creature and gains the additional special qualities described below. Special Qualities with a * by their name may only be used after the vampire reaches a certain age, as shown on the table below.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Blood Drain (Ex):</span></strong><span style="font-family: 'Verdana'">A 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 1d4 points of temporary Constitution damage each round the pin is maintained. These Constitution points are added to the vampire's Constitution, and are lost at a rate of 1 per day. These stolen points do not act as a "real" Constitution score for the vampire.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Create Spawn (Su):</span></strong><span style="font-family: 'Verdana'"> A humanoid or monstrous humanoid slain by a vampire’s blood drain attack may be brought back to "life" as a vampire. The original vampire must transfer one point of Constitution to the victim in order to use this ability. The newly-risen vampire holds no allegiance to it's sire, though many do serve their creators for a time.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Domination* (Su):</span></strong><span style="font-family: 'Verdana'">As an attack action, a vampire can crush an opponent’s will just by gazing into his or her eyes. The vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the vampire. A target that fails a Will save (DC 10 + 1/2 vampire’s Hit Dice + vampire’s Charisma modifier) becomes the vampire’s thrall for 1 day per Hit Die of the vampire. The thrall temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the vampire. If the vampire commands its thrall to do something blatantly self-destructive, the target can make a Will save to break the vampire’s control. If the save succeeds, the target becomes free-willed and regains its previous allegiances. This power costs 1 point of Constitution per use.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Alternate Form* (Su):</span></strong><span style="font-family: 'Verdana'"> A vampire can assume the form of a bat, rat, or wolf as a move action. The vampire can remain in that form until it assumes another form or until the next sunrise. This power costs 1 point of Constitution per use.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Children of the Night* (Su):</span></strong><span style="font-family: 'Verdana'"> Vampires command the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. This power costs 1 point of Constitution per use.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Damage Reduction 15/Holy/Silver(Su):</span></strong><span style="font-family: 'Verdana'"> As per the ability in the Core Rulebook.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Fast Healing 5 (Ex):</span></strong><span style="font-family: 'Verdana'">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 or lower, a vampire automatically assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, its hit points rise to 1 hit point after 1 hour; the vampire then resumes healing at the rate of 5 hit points per round. </span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Gaseous Form* (Su):</span></strong><span style="font-family: 'Verdana'">As a move action, the vampire (and all its gear) becomes insubstantial, misty, and translucent. The vampire gains damage reduction 20/+1 in this form. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Dexterity and size) still apply. The vampire cannot attack or use supernatural abilities while in gaseous form. </span></span><span style="font-family: 'Verdana'"><span style="color: white">A vampire in this form can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid. This power costs 1 point of Constitution per voluntary use.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Cold Resistance 20* (Ex):</span></strong><span style="font-family: 'Verdana'"> A vampire ignores the first 20 points of cold damage from any cold-based attack.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Electricity Resistance 20* (Ex):</span></strong><span style="font-family: 'Verdana'">A vampire ignores the first 20 points of electricity damage from any electricity-based attack.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Spider Climb* (Ex):</span></strong><span style="font-family: 'Verdana'">A vampire can climb sheer surfaces as though with a </span><span style="font-family: 'Verdana'">spider climb</span><span style="font-family: 'Verdana'"> spell.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Turn Resistance* (Ex):</span></strong><span style="font-family: 'Verdana'"> A vampire has +4 turn resistance.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Darkvision* (Ex): </span></strong><span style="font-family: 'Verdana'">Vampires have darkvision with a range of 60 feet. </span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Weaknesses (Ex):</span></strong><span style="font-family: 'Verdana'"> A vampire has several weaknesses, described below. Younger vampires have fewer weaknesses, at the cost of having fewer powers as well.</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Direct Sunlight:</span></strong><span style="font-family: 'Verdana'"> The merest sliver of sunlight deals 2d6 points of damage to a vampire. A vampire exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly. All vampires are vulnerable to direct sunlight.</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Garlic:</span></strong><span style="font-family: 'Verdana'"> A vampire cannot enter or pass through any 5-foot square containing garlic. A vampire takes a –2 penalty on melee attack rolls against a target wearing garlic.</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Holy Symbol:</span></strong><span style="font-family: 'Verdana'"> A vampire takes a –2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol’s touch deals 1d4 points of holy damage to a vampire, and a vampire reduced to 0 hit points in this fashion is destroyed utterly. This holy damage can be healed only by </span><span style="font-family: 'Verdana'">inflict </span><span style="font-family: 'Verdana'">spells.</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Inviolate Sanctuary:</span></strong><span style="font-family: 'Verdana'"> A vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant.</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Mirror:</span></strong><span style="font-family: 'Verdana'"> A vampire in view of a mirror cannot use its domination special quality (see above).</span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><strong>Native Soil:</strong> A vampire cannot sleep during the day without rest in or on soil from it's homeland. This means that it cannot regenerate inside of it's coffin after "death" without said coffin possessing native soil. </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Running Water:</span></strong><span style="font-family: 'Verdana'"> A vampire cannot cross running water (but may be carried across). A vampire immersed in running water loses one-third of its remaining hit points each round until it is destroyed at the end of the third round.</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Wooden Stake: </span></strong><span style="font-family: 'Verdana'">Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a vampire on a natural 20 (unless noted otherwise), even though vampires are normally immune to critical hits. A successful critical hit destroys a vampire instantly, turning it to dust. All vampires are vulnerable to wooden stakes.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Allegiances: </span></strong><span style="font-family: 'Verdana'">Previous allegiances are usually lost, and are replaced by any new allegiance the GM deems. Usualy, "Self" is somewhere near the top of the list.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Ability Scores: </span></strong><span style="font-family: 'Verdana'">Vampires gain the following ability score increases: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampires have no Constitution score.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Skills:</span></strong><span style="font-family: 'Verdana'"> Same as the base creature (human vampires retain the extra skill points afforded to all humans). Vampires receive a +8 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Feats:</span></strong><span style="font-family: 'Verdana'"> Vampires gain the bonus feats Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats. Human vampires keep the extra feat they gained as a 1st-level human character.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Advancement:</span></strong><span style="font-family: 'Verdana'"> By character class.</span></span></p><p>--------</p><p> </p><p><span style="font-size: 12px"><u><strong>Vampire Age Table:</strong></u></span></p><p>Depending upon how long the vampire has been undead...</p><p> </p><p>0-10 Years: 2 Weaknesses (Sun, Stake), 1 Power.</p><p>11-50 Years: 2 Weaknesses (Sun, Stake), 2 Powers.</p><p>51-100 Years: 3 Weaknesses, 3 Powers.</p><p>101-500 Years: 4 Weaknesses, 4 Powers</p><p>501-1,000 Years: 5 Weaknesses, 5 Powers</p><p>1,001 Years+: All listed Powers and Weaknesses.</p><p> </p><p>Obviously, there are very few vampires older than 1,000 years, or even that approach that age.</p><p> </p><p> </p><p>Also of note: when the above template mentions a "coffin", it applies to any place the vampire sleeps. A coffin, a crate, a bed, it doesn't matter: so long as there is no sunlight and there is native soil (for those vampires that require it), it does not matter where they sleep.</p></blockquote><p></p>
[QUOTE="TheVengefulKoala, post: 5406430, member: 99681"] [FONT=Verdana][COLOR=white][U][SIZE=3][B]Vampire (Template)[/B][/SIZE][/U][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Vampires speak, read, and write the languages they knew in life.[/COLOR][/FONT] [B][FONT=Verdana][SIZE=2][COLOR=white]Template Traits[/COLOR][/SIZE][/FONT][/B] [FONT=Verdana][COLOR=white]“Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid (referred to hereafter as the base creature). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Challenge Rating: [/FONT][/B][FONT=Verdana]Same as the base creature +2.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Undead:[/FONT][/B][FONT=Verdana] Vampires have the traits and immunities common to undead.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Hit Dice:[/FONT][/B][FONT=Verdana] Change to d12. Vampires have no Constitution score.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Speed:[/FONT][/B][FONT=Verdana] 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).[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Defense:[/FONT][/B][FONT=Verdana] The base creature’s natural armor improves by +6.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Attacks: [/FONT][/B][FONT=Verdana]A vampire retains all the attacks of the base creature and gains a claw attack if it didn’t already have one. The vampire’s claw attack deals damage according to its size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Special Qualities:[/FONT][/B][FONT=Verdana] A vampire retains all the special qualities of the base creature and gains the additional special qualities described below. Special Qualities with a * by their name may only be used after the vampire reaches a certain age, as shown on the table below.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Blood Drain (Ex):[/FONT][/B][FONT=Verdana]A 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 1d4 points of temporary Constitution damage each round the pin is maintained. These Constitution points are added to the vampire's Constitution, and are lost at a rate of 1 per day. These stolen points do not act as a "real" Constitution score for the vampire.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Create Spawn (Su):[/FONT][/B][FONT=Verdana] A humanoid or monstrous humanoid slain by a vampire’s blood drain attack may be brought back to "life" as a vampire. The original vampire must transfer one point of Constitution to the victim in order to use this ability. The newly-risen vampire holds no allegiance to it's sire, though many do serve their creators for a time.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Domination* (Su):[/FONT][/B][FONT=Verdana]As an attack action, a vampire can crush an opponent’s will just by gazing into his or her eyes. The vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the vampire. A target that fails a Will save (DC 10 + 1/2 vampire’s Hit Dice + vampire’s Charisma modifier) becomes the vampire’s thrall for 1 day per Hit Die of the vampire. The thrall temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the vampire. If the vampire commands its thrall to do something blatantly self-destructive, the target can make a Will save to break the vampire’s control. If the save succeeds, the target becomes free-willed and regains its previous allegiances. This power costs 1 point of Constitution per use.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Alternate Form* (Su):[/FONT][/B][FONT=Verdana] A vampire can assume the form of a bat, rat, or wolf as a move action. The vampire can remain in that form until it assumes another form or until the next sunrise. This power costs 1 point of Constitution per use.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Children of the Night* (Su):[/FONT][/B][FONT=Verdana] Vampires command the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. This power costs 1 point of Constitution per use.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Damage Reduction 15/Holy/Silver(Su):[/FONT][/B][FONT=Verdana] As per the ability in the Core Rulebook.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Fast Healing 5 (Ex):[/FONT][/B][FONT=Verdana]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 or lower, a vampire automatically assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, its hit points rise to 1 hit point after 1 hour; the vampire then resumes healing at the rate of 5 hit points per round. [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Gaseous Form* (Su):[/FONT][/B][FONT=Verdana]As a move action, the vampire (and all its gear) becomes insubstantial, misty, and translucent. The vampire gains damage reduction 20/+1 in this form. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Dexterity and size) still apply. The vampire cannot attack or use supernatural abilities while in gaseous form. [/FONT][/COLOR][FONT=Verdana][COLOR=white]A vampire in this form can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid. This power costs 1 point of Constitution per voluntary use.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Cold Resistance 20* (Ex):[/FONT][/B][FONT=Verdana] A vampire ignores the first 20 points of cold damage from any cold-based attack.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Electricity Resistance 20* (Ex):[/FONT][/B][FONT=Verdana]A vampire ignores the first 20 points of electricity damage from any electricity-based attack.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Spider Climb* (Ex):[/FONT][/B][FONT=Verdana]A vampire can climb sheer surfaces as though with a [/FONT][FONT=Verdana]spider climb[/FONT][FONT=Verdana] spell.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Turn Resistance* (Ex):[/FONT][/B][FONT=Verdana] A vampire has +4 turn resistance.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Darkvision* (Ex): [/FONT][/B][FONT=Verdana]Vampires have darkvision with a range of 60 feet. [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Weaknesses (Ex):[/FONT][/B][FONT=Verdana] A vampire has several weaknesses, described below. Younger vampires have fewer weaknesses, at the cost of having fewer powers as well.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Direct Sunlight:[/FONT][/B][FONT=Verdana] The merest sliver of sunlight deals 2d6 points of damage to a vampire. A vampire exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly. All vampires are vulnerable to direct sunlight.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Garlic:[/FONT][/B][FONT=Verdana] A vampire cannot enter or pass through any 5-foot square containing garlic. A vampire takes a –2 penalty on melee attack rolls against a target wearing garlic.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Holy Symbol:[/FONT][/B][FONT=Verdana] A vampire takes a –2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol’s touch deals 1d4 points of holy damage to a vampire, and a vampire reduced to 0 hit points in this fashion is destroyed utterly. This holy damage can be healed only by [/FONT][FONT=Verdana]inflict [/FONT][FONT=Verdana]spells.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Inviolate Sanctuary:[/FONT][/B][FONT=Verdana] A vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Mirror:[/FONT][/B][FONT=Verdana] A vampire in view of a mirror cannot use its domination special quality (see above).[/FONT][/COLOR] [COLOR=white][FONT=Verdana][B]Native Soil:[/B] A vampire cannot sleep during the day without rest in or on soil from it's homeland. This means that it cannot regenerate inside of it's coffin after "death" without said coffin possessing native soil. [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Running Water:[/FONT][/B][FONT=Verdana] A vampire cannot cross running water (but may be carried across). A vampire immersed in running water loses one-third of its remaining hit points each round until it is destroyed at the end of the third round.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Wooden Stake: [/FONT][/B][FONT=Verdana]Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a vampire on a natural 20 (unless noted otherwise), even though vampires are normally immune to critical hits. A successful critical hit destroys a vampire instantly, turning it to dust. All vampires are vulnerable to wooden stakes.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Allegiances: [/FONT][/B][FONT=Verdana]Previous allegiances are usually lost, and are replaced by any new allegiance the GM deems. Usualy, "Self" is somewhere near the top of the list.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Ability Scores: [/FONT][/B][FONT=Verdana]Vampires gain the following ability score increases: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampires have no Constitution score.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Skills:[/FONT][/B][FONT=Verdana] Same as the base creature (human vampires retain the extra skill points afforded to all humans). Vampires receive a +8 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Feats:[/FONT][/B][FONT=Verdana] Vampires gain the bonus feats Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats. Human vampires keep the extra feat they gained as a 1st-level human character.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Advancement:[/FONT][/B][FONT=Verdana] By character class.[/FONT][/COLOR] -------- [SIZE=3][U][B]Vampire Age Table:[/B][/U][/SIZE] Depending upon how long the vampire has been undead... 0-10 Years: 2 Weaknesses (Sun, Stake), 1 Power. 11-50 Years: 2 Weaknesses (Sun, Stake), 2 Powers. 51-100 Years: 3 Weaknesses, 3 Powers. 101-500 Years: 4 Weaknesses, 4 Powers 501-1,000 Years: 5 Weaknesses, 5 Powers 1,001 Years+: All listed Powers and Weaknesses. Obviously, there are very few vampires older than 1,000 years, or even that approach that age. Also of note: when the above template mentions a "coffin", it applies to any place the vampire sleeps. A coffin, a crate, a bed, it doesn't matter: so long as there is no sunlight and there is native soil (for those vampires that require it), it does not matter where they sleep. [/QUOTE]
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