Buffy the Vampire Slayer Vampire Template

I suggest using the Ghoul as the basis for your Buffy-esque Vampire, with a few small changes: replace the Paralysis with Blood Drain, add vulnerability to sunlight, etc. And instead of a Template, consider using a Prestige Class.
 

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mmadsen said:
I suggest using the Ghoul as the basis for your Buffy-esque Vampire, with a few small changes: replace the Paralysis with Blood Drain, add vulnerability to sunlight, etc. And instead of a Template, consider using a Prestige Class.
I didn't see it mentioned, but Sean K Reynolds site has a template for a 'fleshbound' buffyesque vampire.

Edit:

http://www.seankreynolds.com/rpgfiles/monsters/fleshboundvampire.html
 
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Thanks for the updates everyone!

I like the idea in regards to using the Ghoul as a base, the ideas for "Frightful Presence" and many of Planesdragon's ideas and everyone elses too!

I just have to compile the info and get my lazy butt to put it together :eek:
 

For a long time I've felt that the Vampire template was the wrong mechanic to use; we need a Vampire class. Here's a quick stab I took at such a class (from Am I the only one who doesn't like the D&D Vampire?), trying (in this case) to stay close to the Monster Manual's take on vampires:

Hit Die: d12
Attack Bonus: as Wizard (1/2 level)
Good Save: Will
Skill Points: 8/level
Skill List: Bluff, Craft, Hide, Listen, Move Silently, Search, Sense Motive, and Spot.

So far, it looks like a Rogue with twice the normal hit points, a weaker attack bonus, and a limited skill list (but lots of skill points).

If we look at the powers of a 4th-level Vampire Spawn, we should be able to find a subset for a 1st- through 3rd-level Vampire Spawn.

1st Level
Undead
Blood Drain
Energy Drain
Fast Healing 1
DR 5/silver
Cold & Electricity Resistance 5

2nd Level
Spider Climb
+1 Natural Armor
Fast Healing 2
DR 10/silver
Cold & Electricity Resistance 10

3rd Level
Charm
+2 Natural Armor
Fast Healing 2

4th Level
Gaseous Form
+3 Natural Armor
+2 Turn Resistance

That still looks pretty powerful, even without the Ability bonuses and the Feats (Alertness, Improved Initiative, Lightning Reflexes, Skill Focus).
 
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Azure Trance said:
I didn't see it mentioned, but Sean K Reynolds site has a template for a 'fleshbound' buffyesque vampire.
From that template:

Hit Dice: Increase to d12.
Speed: Same as the base creature.
AC: The base creature's natural armor improves by +6.
Attacks: A fleshbound vampire retains all the attacks of the base creature.
Special Attacks: A fleshbound vampire retains all the special attacks of the base creature and also gains those listed below.
Blood Drain (Ex): A fleshbound 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, inflicting 1d4 points of temporary Constitution damage each round the pin is maintained.
Create Spawn (Ex): A humanoid or monstrous humanoid slain by a fleshbound vampire's blood drain attack rises as a fleshbound vampire 1d3 days after its death. These new vampires are not under the control of their sire in any way.
Special Qualities: A fleshbound vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type.
Damage Reduction (Su): A fleshbound vampire's undead body is tough, giving the creature damage reduction 10/silver.
Turn Resistance (Ex): A fleshbound vampire has +4 turn resistance.
Resistance (Ex): A fleshbound vampire has cold and electricity resistance 10.
Fast Healing (Ex): A fleshbound vampire heals 5 points of damage each round so long as it has at least 1 hit point. A fleshbound vampire harmed by silver or magic weapons cannot heal that damage until all of its other damage has been healed, and even then only heals at a rate of 1 point of damage per round.
Slow Regeneration (Ex): Fleshbound vampires can slowly regenerate lost limbs over the course of several days, but cannot reattach severed limbs.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Str +6, Dex +6, Wis +2, Cha +2. As undead creatures, fleshbound vampires have no Constitution score.
Skills: Fleshbound vampires receive a +8 racial bonus to Hide, Listen, Move Silently, and Spot checks. Otherwise same as the base creature.
Feats: Fleshbound vampires gain Alertness, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats.
 

"Fleashbound" Vampire Class

A vampire prestige class based on the "fleshbound" vampire template:

Hit Die: d12
Attack Bonus: as Cleric (3/4 level)
Good Save: Ref
Skill Points: 8/level
Skill List: Bluff, Craft, Hide, Listen, Move Silently, Search, Sense Motive, and Spot.

1st Level
Undead
Blood Drain
Create Spawn
Fast Healing 1
Slow Regeneration
DR 5/silver
Cold & Electricity Resistance 5

2nd Level
+2 Str
+2 Dex
+2 Natural Armor
Fast Healing 2
DR 10/silver
Cold & Electricity Resistance 10

3rd Level
+4 Str
+4 Dex
+4 Natural Armor
+2 Turn Resistance
Fast Healing 4

4th Level
+6 Str
+6 Dex
+2 Wis
+2 Cha
+6 Natural Armor
+4 Turn Resistance
Fast Healing 5
 

A vampire prestige class based on the Ghoul:

Hit Die: d12
Attack Bonus: as Wizard (1/2 level) (as Cleric?)
Good Save: Will (Ref?)
Skill Points: 8/level
Skill List: Climb, Escape Artist, Hide, Jump, Listen, Move Silently, Search, and Spot.

1st Level
+2 Str
+2 Dex
+2 Wis
+2 Cha
Undead
Blood Drain
Create Spawn

2nd Level
+4 Dex
+2 Int
+4 Wis
+6 Cha
+2 Natural Armor

I'd also consider adding:
Fast Healing 1
DR 5/silver
Cold & Electricity Resistance 5
Slow Regeneration
 

I probably would not use the Undead Template, the reason being that the vampires as shown seemed to take the increased effects of blows to vital points so would not be immune to criticals, they also seem able to heal themselves over time.

I'd probably create a "Unliving Possessed" Template that had some of the Undead Type qualities. It would be affected by critical hits but would have regeneration that was ignored by Sunlight, Good, Fire, possibly Magic, Staking and Decapitation.

This would allow such a creature to be easily destroyed by a wooden stake or decapitation performed as a Coup de Grace or by repeated staking attempts, it would also allow the creatures to be killed by a Vorpal Weapon or by Buffy (who would have the Good subtype).

Unliving Possession Type
Features: An Unliving Possession creature has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to 2/3 total Hit Dice (as cleric).
—Good Will and Fortitude saves.
—Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An UP creature possesses the following traits (unless otherwise noted in a creature’s entry).
-Low Light Vision.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to non-magical poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to ability drain or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—When reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect such creatures. These spells turn such creatures back into the living creatures they were before becoming Unliving Possessed.
—Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. UPs not indicated as wearing armor are not proficient with armor. UPs are proficient with shields if they are proficient with any form of armor.
—Unliving Possesed do not breathe, eat, or sleep and are unaffected by aging.

-Ability Modifiers +6 Str, +2 Con, +2 Dex
-Regeneration 5 (Sunlight, Fire, Good, Wooden Stakes, Decapitation)
-Sunlight causes 2d6 damager per round.
 

Silverglass said:
I probably would not use the Undead Template, the reason being that the vampires as shown seemed to take the increased effects of blows to vital points so would not be immune to criticals, they also seem able to heal themselves over time.
Very good point. Actually, many undead seem vulnerable to criticals in movies and books; e.g., Romero's zombies go down with a shot to the head.
 

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