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D20 Vampire anyone?
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<blockquote data-quote="Bloodstone de Troll" data-source="post: 415494" data-attributes="member: 3538"><p><strong>Blah! Blah!</strong></p><p></p><p>The Denizens of Darkness book (also put out by White Wolf) includes a variety of vampire sub-breeds, and suggestions/rules for playing a human-becoming vampire. I dont remember the exact templates as I am at work, but they were quite interesting.</p><p></p><p> It would not be difficult to create Clan templates in variation to these vampire examples. If you want to avoid the standard spell-slinging classes of D&D, or at least highly restrict it. You could use a variation of the Mage Prestige class from the Polyhedron Shadow Chasers supplement, and allow for Tremere vamps access to it at lower requirements.</p><p></p><p> Vicissitude would be a VERY interesting power to create in d20. Maybe borrowing a page from the Dark Side Alchemy stuff concerning bodily modefication. Perhaps Blood bonding should be a Supernatural ability common to all such vamps, or possibly just a Create Ghoul (its own template), or Addictive Blood.</p><p></p><p>Ghoul (Template)</p><p>Ghouls are humans or animals who have been fed the blood of vampires and thus become a near-undead creature. Addicted to its "master". The creatures type remains the same though gains the ghoul subtype.</p><p>HD: Same as Base creature.</p><p>Speed: +10ft</p><p>Attacks:Same as Base creature. </p><p>Face Reach: Same as Base creature.</p><p>Special attacks: Same as Base creature.</p><p>Special Qualities: Their diet of vampire blood grants ghouls a variety of interesting powers. </p><p> Fast Healing(Ex): The ghoul heals damage at a remarkable rate. equal to 1 +1hp per masters Hit Dice, per round. </p><p> Addiction (Ex): Ghouls are utterly obediant and subservient to their vampire master. They always act as though under the effects of a Dominate Monster spell as cast by a 20th level wizard.</p><p> Living Undead: Though they still retain their original type, ghouls are considered undead in regard to spells and special bonuses or items are concerned. </p><p> Immunities: Immune to poison, disease, supernatural fear effects, and aging effects, magical or otherwise. Ghouls take only half-damage from subdual damage, and suffer death from massive damage as though they were one size larger.</p><p>Saves: Same as Base creature.</p><p>Abilities:+4 Str, +0 Dex, +2 Con, +0 Int, +0 Wis, +0 Cha</p><p>Skills: Same as Base creature.</p><p>Organization: As master</p><p>Challenge Rating: Same as Base creature +2.</p><p>Alignment: Same as Base creature, though often with leanong towards that of its master.</p><p>Advancement: By character Class</p></blockquote><p></p>
[QUOTE="Bloodstone de Troll, post: 415494, member: 3538"] [b]Blah! Blah![/b] The Denizens of Darkness book (also put out by White Wolf) includes a variety of vampire sub-breeds, and suggestions/rules for playing a human-becoming vampire. I dont remember the exact templates as I am at work, but they were quite interesting. It would not be difficult to create Clan templates in variation to these vampire examples. If you want to avoid the standard spell-slinging classes of D&D, or at least highly restrict it. You could use a variation of the Mage Prestige class from the Polyhedron Shadow Chasers supplement, and allow for Tremere vamps access to it at lower requirements. Vicissitude would be a VERY interesting power to create in d20. Maybe borrowing a page from the Dark Side Alchemy stuff concerning bodily modefication. Perhaps Blood bonding should be a Supernatural ability common to all such vamps, or possibly just a Create Ghoul (its own template), or Addictive Blood. Ghoul (Template) Ghouls are humans or animals who have been fed the blood of vampires and thus become a near-undead creature. Addicted to its "master". The creatures type remains the same though gains the ghoul subtype. HD: Same as Base creature. Speed: +10ft Attacks:Same as Base creature. Face Reach: Same as Base creature. Special attacks: Same as Base creature. Special Qualities: Their diet of vampire blood grants ghouls a variety of interesting powers. Fast Healing(Ex): The ghoul heals damage at a remarkable rate. equal to 1 +1hp per masters Hit Dice, per round. Addiction (Ex): Ghouls are utterly obediant and subservient to their vampire master. They always act as though under the effects of a Dominate Monster spell as cast by a 20th level wizard. Living Undead: Though they still retain their original type, ghouls are considered undead in regard to spells and special bonuses or items are concerned. Immunities: Immune to poison, disease, supernatural fear effects, and aging effects, magical or otherwise. Ghouls take only half-damage from subdual damage, and suffer death from massive damage as though they were one size larger. Saves: Same as Base creature. Abilities:+4 Str, +0 Dex, +2 Con, +0 Int, +0 Wis, +0 Cha Skills: Same as Base creature. Organization: As master Challenge Rating: Same as Base creature +2. Alignment: Same as Base creature, though often with leanong towards that of its master. Advancement: By character Class [/QUOTE]
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