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Alt. Vampire - Hematovore
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<blockquote data-quote="gamecat" data-source="post: 1908122" data-attributes="member: 3144"><p>I didnt like the monster manual vampire from the beginning... my vamp here is less hardcore, but i like the abilities better...</p><p></p><p><strong>Hematovore</strong></p><p></p><p>A creation of the Lord-Marshal of the Undead Scourge, Hematovores only vaguely resemble the vampires of legend. </p><p></p><p>A Hematovore appears much like the creature that became it, only more menacing, with red pupils for eyes. Hematovores twitch when agitated, being creatures of amazing agility. A Hematovore must constantly feed on blood to survive, which it does by leading some of the Lord-Marshal’s minions on raids into the central and southern areas of The Land.</p><p></p><p><strong>Creating a Hematovore</strong></p><p>“Hematovore” is a template that can be added to any evil humanoid creature of 6th level or higher (referred to hereafter as the character). The character’s type changes to undead. It uses all the character’s statistics and special abilities except as noted here.</p><p></p><p><strong>Hit Dice:</strong> All the character’s Hit Dice (current and future) become d12’s.</p><p><strong>Speed:</strong> Hematovores triple their base speed, to a maximum speed of 150 ft.</p><p><strong>AC:</strong> A Hematovore has +3 natural armor, or the character’s natural armor, whichever is better.</p><p><strong>Attacks:</strong> Hematovores fight as they did in life, but many Hematovores learn to rely heavily on their powers of unlife.</p><p><strong>Special Attacks:</strong> A Hematovore retains all the character’s special attacks and gains those described below.</p><p><em>Blood Edge:</em> A Hematovore who has successfully used his Hematokinesis ability to withdraw blood from a creature may animate the blood as a floating blade of blood, sharp down to an edge of a single blood cell. Blood animated as a blood edge counts as a +2 Keen Longsword. The Hematovore makes attacks with his blood edges using its base attack bonus, but uses its charisma modifier in place of its strength modifier. A Hematovore may control a number of blood edges equal to its charisma modifier.</p><p><em>Hematokinesis:</em> A Hematovore is gifted with a strange mental control over blood. As a full-round action, a Hematovore may concentrate upon a major vein in a creature’s body in an attempt to make the blood roil out of its vein, draining 1d4 constitution from the creature, and fly toward the Hematovore, who may then use it for nutritional or combat purposes. The Hematovore may immediately gulp the blood down, cleanly directing it down its throat hematokinetically, gaining 15 temporary hit points, or use the blood to power its blood edge ability. The creature is allowed a Fortitude save (DC 10 + ½ Hematovore’s HD + Hematovore’s Charisma modifier) to resist this effect.</p><p><strong>Special Qualities:</strong> A Hematovore retains all the special qualities of the character and those listed below, and also gains the undead type.</p><p><em>Damage Reduction:</em> A Hematovore’s undead body is supernaturally tough, giving it damage reduction 15/+1.</p><p><em>Turn Resistance:</em> A Hematovore has +4 turn resistance.</p><p><em>Fast Healing:</em> A Hematovore heals 5 points of damage each round so long as it has at least 1 hit point.</p><p><em>Agitated Celerity:</em> A Hematovore that is damaged is considered to be under the effects of a Haste spell, as well as gains a +4 insight bonus to AC.</p><p><strong>Saves:</strong> As the character.</p><p><strong>Abilities:</strong> Increase from the character as follows: Str +4, Dex +8, Int +2, Wis +2. As undead creatures, Hematovores have no constitution score.</p><p><strong>Skills:</strong> Hematovores receive a +8 bonus to Hide, Listen, Move Silently, Search, and Spot checks. Otherwise same as the character’s.</p><p><strong>Feats:</strong> Hematovores gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the character meets the prerequisites and does not already have them. ______________________________________________________</p><p><strong>Climate/Terrain:</strong> Any land and underground.</p><p><strong>Organization:</strong> Solitary or Troop (1 plus 3d12 assorted undead)</p><p><strong>Challenge Rating:</strong> Same as the character +2</p><p><strong>Treasure:</strong> As the character</p><p><strong>Alignment:</strong> Usually evil (Any)</p><p><strong>Advancement:</strong> by character class.</p><p></p><p>You can download the .doc for easier viewing.</p></blockquote><p></p>
[QUOTE="gamecat, post: 1908122, member: 3144"] I didnt like the monster manual vampire from the beginning... my vamp here is less hardcore, but i like the abilities better... [B]Hematovore[/B] A creation of the Lord-Marshal of the Undead Scourge, Hematovores only vaguely resemble the vampires of legend. A Hematovore appears much like the creature that became it, only more menacing, with red pupils for eyes. Hematovores twitch when agitated, being creatures of amazing agility. A Hematovore must constantly feed on blood to survive, which it does by leading some of the Lord-Marshal’s minions on raids into the central and southern areas of The Land. [B]Creating a Hematovore[/B] “Hematovore” is a template that can be added to any evil humanoid creature of 6th level or higher (referred to hereafter as the character). The character’s type changes to undead. It uses all the character’s statistics and special abilities except as noted here. [B]Hit Dice:[/B] All the character’s Hit Dice (current and future) become d12’s. [B]Speed:[/B] Hematovores triple their base speed, to a maximum speed of 150 ft. [B]AC:[/B] A Hematovore has +3 natural armor, or the character’s natural armor, whichever is better. [b]Attacks:[/B] Hematovores fight as they did in life, but many Hematovores learn to rely heavily on their powers of unlife. [B]Special Attacks:[/B] A Hematovore retains all the character’s special attacks and gains those described below. [I]Blood Edge:[/I] A Hematovore who has successfully used his Hematokinesis ability to withdraw blood from a creature may animate the blood as a floating blade of blood, sharp down to an edge of a single blood cell. Blood animated as a blood edge counts as a +2 Keen Longsword. The Hematovore makes attacks with his blood edges using its base attack bonus, but uses its charisma modifier in place of its strength modifier. A Hematovore may control a number of blood edges equal to its charisma modifier. [I]Hematokinesis:[/I] A Hematovore is gifted with a strange mental control over blood. As a full-round action, a Hematovore may concentrate upon a major vein in a creature’s body in an attempt to make the blood roil out of its vein, draining 1d4 constitution from the creature, and fly toward the Hematovore, who may then use it for nutritional or combat purposes. The Hematovore may immediately gulp the blood down, cleanly directing it down its throat hematokinetically, gaining 15 temporary hit points, or use the blood to power its blood edge ability. The creature is allowed a Fortitude save (DC 10 + ½ Hematovore’s HD + Hematovore’s Charisma modifier) to resist this effect. [B]Special Qualities:[/B] A Hematovore retains all the special qualities of the character and those listed below, and also gains the undead type. [I]Damage Reduction:[/I] A Hematovore’s undead body is supernaturally tough, giving it damage reduction 15/+1. [I]Turn Resistance:[/I] A Hematovore has +4 turn resistance. [I]Fast Healing:[/I] A Hematovore heals 5 points of damage each round so long as it has at least 1 hit point. [I]Agitated Celerity:[/I] A Hematovore that is damaged is considered to be under the effects of a Haste spell, as well as gains a +4 insight bonus to AC. [B]Saves:[/B] As the character. [B]Abilities:[/B] Increase from the character as follows: Str +4, Dex +8, Int +2, Wis +2. As undead creatures, Hematovores have no constitution score. [B]Skills:[/B] Hematovores receive a +8 bonus to Hide, Listen, Move Silently, Search, and Spot checks. Otherwise same as the character’s. [B]Feats:[/B] Hematovores gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the character meets the prerequisites and does not already have them. ______________________________________________________ [B]Climate/Terrain:[/B] Any land and underground. [B]Organization:[/B] Solitary or Troop (1 plus 3d12 assorted undead) [B]Challenge Rating:[/B] Same as the character +2 [B]Treasure:[/B] As the character [B]Alignment:[/B] Usually evil (Any) [B]Advancement:[/B] by character class. You can download the .doc for easier viewing. [/QUOTE]
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