oh i misunderstood you will deffinately check it out. and i will put it up here of course if anythign ill do it asking for help. im feeling kinda crappy right now and having trouble being imaginative. but as soon as i feels better imma start working on it
okay so i tried just making the standard vampire template less amazazing. its still cool and eretains most vampire abilities. so do you think this slapped on an elf or somethign that gets racial bonuses would still make the players complain. constructive criticism is asked i want to keep the stuff that is quintisential vampire for the rp purposes. havent gotten to look at the vtm book yet still downloading it.
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of
wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Vampires speak any
languages they knew in life.
Creating a Vampire
"Vampire" is an acquired template that can be added to any
humanoid or
monstrous humanoid creature (referred to hereafter as the base creature).
A 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 or
monstrous 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. 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).
Armor Class: The base creature’s
natural armor bonus improves by +2.
Attack: A 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 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: 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 + 1/2 vampire’s
HD + vampire’s
Cha modifier unless noted otherwise.
Blood Drain (Ex): 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
Constitution drain each
round the pin is maintained. On each such successful attack, the vampire gains 5
temporary hit points.
Children of the Night (Su): Vampires
command the lesser creatures of the world and once per day can call forth 1d4
rat swarms, 1d4
bat swarms, or a pack of 2d4
wolves as a
standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A 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. (can only be used on npc's, and not during combat/bosses)
Create Spawn (Su): A
humanoid or
monstrous humanoid slain by a vampire’s
energy drain rises as a
vampire spawn (see the
Vampire Spawn entry) 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 vampires or
vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. 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.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a
bat,
dire bat,
wolf, or
dire wolf as a
standard action. While in its
alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the
natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has
damage reduction 10/silver and magic. A vampire’s
natural weapons are treated as
magic weapons for the purpose of overcoming
damage reduction.
Fast Healing (Ex): 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 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.
Gaseous Form (Su): As a
standard action, a 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.
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 +2,
Int +2,
Wis +2,
Cha +4. As an
undead creature, a vampire has no
Constitution score.
Skills: 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: 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.
Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented
holy symbol. These things don’t harm the vampire—they merely keep it at bay. 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 the item for the rest of the encounter. Holding a vampire at bay takes a
standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire’s
hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on
fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single
move action or attack action and is destroyed utterly in the next
round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its
hit points each
round until it is destroyed at the end of the third
round of immersion. 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).
Vampire Characters
Vampires are always evil, which causes characters of certain
classes to lose some
class abilities. In addition, certain
classes take additional penalties.
Clerics: Vampire
clerics lose their ability to
turn undead but gain the ability to
rebuke undead. This ability does not affect the vampire’s controller or any other vampires that a master controls. A vampire
cleric has access to two of the following domains:
Chaos,
Destruction,
Evil, or
Trickery.
Sorcerers and Wizards: Vampire
sorcerers and
wizards retain their
class abilities, but if a character has a familiar other than a
rat or
bat, 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.