Vampires of Balmortis - PC's as vampires

Clay_More

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It can easily be combined with the Ability Absorbtion gift, simply making the rule that any vampires of higher generation provide permanent ability modifications. The vampire will be able of absorbing all powers of the higher generation vampire instead of merely one. And, unlike normal Ability Absorbtion, this doesn't count towards the limit of Abilities you can have absorbed. Im not sure if you will be required to actually have the Ability Absorbtion gift or if it's something all vampires can do.
Anyway, it sounds like the gift in the vampire chronicles, where Lestat gains powers from sucking the blood of the elders of the race.
Anyway, a rule I did not mention, but one that I am enforcing in my own campaign. A vampire can choose to create a spawn of lesser power if he chooses too. So, if a 2 nd. generation vampire creates another vampire, he can choose it to have the powers of a 4 th. or 5 th. generation vampire instead if he so chooses. Why this is a usable rule, the vampire can, if uncertain of his creation, choose to make it less powerful. Especially if you give them the power to gain generations by sucking blood of higher generation vampires, choosing to create new vampires of lesser power is actually preferable, since it makes it harder for them to turn on their master.
 

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Clay_More

First Post
I am just working on a special undead for the vampires. Im making a variant of the zombie to replace the common zombie, a creature that only can be made by the vampires Animate Dead ability, not the spell. Its going to be a little tougher than a normal zombie, mostly because it's not slowed (it would seem ridicolous that the fast, graceful vampires would create something as slow and cumbersome as a normal zombie). I will post it as soon as possible
 

Clay_More

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New uses for old spells

Gentle Repose
When a vampire drain blood of a victim using the Blood Consumption gift, it gains one VP for each point of constitution it drains. It is though possible for a vampire to tap the blood of its victim into a container instead. This isn’t as efficient as draining the blood directly and the container is only able of storing one VP for every two points of constitution drained from the victim. Thus, a vampire that drained a person with 10 constitution would normally gain 10 VP with the Blood Consumption gift. Should he choose to tap the blood into a container instead, he would only create a “potion” with 5 VP in it. Since blood needs to be fresh in order for a vampire to consume it, the spell Gentle Repose is required to keep the blood fresh. The spell operates as normally, keeping the blood fresh for one week. If the vampire misses a casting of Gentle Repose and the blood is allowed to get even one hour old, it looses all its properties. A vampire that drinks such “dead” blood takes 6d10 points of damage.
 

Clay_More

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Blood Zombie
Medium-size Undead
Hit Dice: 3d12 (19 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 17 (+4 Dex, +3 natural)
Attacks: 2x Claws +5,
Damage: 2x Claws 1d8 +3
Face/Reach: 5 ft. by 5ft./5ft.
Special Attacks: Drain Health, Rend 2d8+6
Special Qualities: Undead, Spider Climb, Sprint
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 16, Dex 18, Con –, Int 1, Wis 8, Cha 8
Skills: Hide +12, Listen +8, Move Silently +12, Search +8, Spot +8

Feats: Improved Initiative, Weapon Focus (Claws)
Climate/Terrain: Any
Organization: Group (2-20 Blood Zombies)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–6 HD (Medium-size)

The Blood Zombies are the denizens of the far mightier vampire lords. These Zombies are created by the Animate Dead ability of the vampires. These creatures are perfect minions of the vampires, having the speed and agility to keep up with their vampire masters.

Combat
Blood Zombies are always commanded by the intelligent vampires. Thus, their tactics are dictated by their masters. Due to their natural ability to hide and move silently, they are often used to make clever ambushes. Since they don't require air to survive, they are often ordered to burrow underneath a road or track, waiting for victims to pass above. Then, by the command of their creator, they dig their way out of the ground and attack their prey.
The Blood Zombies are relentless opponents, able of moving with a grace and speed unseen in normal zombies.

Drain Health (Su): Any claw attack that hits it's intended target and causes damage heals the zombie for a number of hitpoints equal to the damage caused.
Rend (Ex): If a Blood Zombie hits a target with both it's claws, it causes an additional 2d8+6 points of damage.
Undead: Blood Zombies have all undead traits.
Spider Climb (Su): The Blood Zombie can climb vertical surfaces as if affected by Spider Climb.
Sprint (Ex): For a number of round pr. day equal to the Blood Zombies HD, it can sprint, causing it to move at double it's normal speed. It must use all of the rounds it has available pr. day in one continous sprint, it cannot choose to sprint one round and then save the last two rounds of sprint for later.
 
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