Finished Vampire Pdf

Thanks for the comment :)

Well, that 15 th. level Vampire wouldn't need Teleport. He could probably go anywhere in the time he would need to cast the spell. I kinda think of Anne Rice's Vampires, when I think of the speed element.

Good to hear that you can use it :)
Wouldn't mind seeing a character or two that you make, always interested in seeing how people use the template
 

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You used Adobe Acrobat right? They should be in the middle of the PDF, roughly. Theyre on wide, not narrow pages, due to their size (so if you print it out, the text will appear tilted 90 degress). And adjustment that was made to make it all fit in size.

Glad you liked it though, Im still waiting to see if anyone have some good, creative stuff to say about gifts and abilities :)
 

I'm using acrobat and I can't find those tables either:(

Great monster though :)

What I've got is ten pages long...

pg1. Flavour
pg2. Creating a Vampire
pg3 & pg4. Vampire Levels
pg5 & pg6. Lesser gifts
pg7. Greater gifts
pg8 & pg9. Weaknesses
pg10. Blood Zombie

Am I missing something?

PS. I'll try and think of a few gifts in the meaatime, great creature. Any ideas about CRs yet? :D
 

Hmmm... true.. I just down loaded it myself, there are three pages from the middle missing. I shalst go and locate them, get them here ASAP :)

Glad that you like it so far though
 

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I admit I like the Anne Rician feel to the vampires (especially considering I am marathon reading the books right now). However, the movement does give me some serious pause. There is no way to fight one of these, even with dnd magic and heroic powers. Nothing that can move that fast, especially if it has spring attack, can be stopped by anything. the movement alone would be worth big CR increases to my mind. Perhaps the increase could be a bit slower at first, as the weaker vampires take ages before they can blur like certain character, and then after a midpoint, have a steady increase in the speed?

Where is the rules for gaining blood powers? Is that in the three missing pages? I saw no way to gain them.

You are right, there is an oblique reference to Spell Resistance, but nothing specific.

Claw damage... another issue. Dnd is pretty set in that size determines the damage value of natural attacks, all the time (with a few rare exceptions, of course). I cannot justify that a medium creature could ever do 4d10 with claws (even gagantuan dragons don't do that much with their claws). Perhaps you could allow claws, as they increase in age level, to gain special abilities (like magic weapons)? Perhaps they gain a negative energy aura, or wounding, or become keen, or whatever.

I understand the flavor limitation you are attempting to invoke with the magic limitation. I just think that there must be a better way. Not that I have come up with it yet, mind you. :( Perhaps using magic items drains VP? Or worse, the longer you possess it the more soon you will need to drink.

Again, I really dig what you have done. Just some constructive criticism.
 

Well, I find that the speed is a kind of essential part of the Vampires being, even though it could be lowered a little without the template taking significant damage. It ends up being so much that its not even worth using time on, when determining how far they can move :)

QUOTE]Where is the rules for gaining blood powers? Is that in the three missing pages? I saw no way to gain them.[/QUOTE]

Yes there is, you gain them as you advance in age / generation. You get a fixed number, you dont gain them as feats or anything else.

Claw damage... another issue. Dnd is pretty set in that size determines the damage value of natural attacks, all the time (with a few rare exceptions, of course). I cannot justify that a medium creature could ever do 4d10 with claws (even gagantuan dragons don't do that much with their claws). Perhaps you could allow claws, as they increase in age level, to gain special abilities (like magic weapons)? Perhaps they gain a negative energy aura, or wounding, or become keen, or whatever.

You have a very good point there, the damage could easily be reduced.

I understand the flavor limitation you are attempting to invoke with the magic limitation. I just think that there must be a better way. Not that I have come up with it yet, mind you. Perhaps using magic items drains VP? Or worse, the longer you possess it the more soon you will need to drink.

Another good point. I have been contemplating alot on how to adjust the use of magic items with vampires. Their Gifts reduce some of the need, as they gain inherent abilities instead. The stuff thats missing has some other powers as well, that would make up for some of the lacking abilities from magic items. Sometimes I would like to see a high-level PC not relying completely on magic items to get over obstacles. Off course, when creating monsters and NPC's its easier to leave out magic items, but PC's have a tendency to go for them rather heavily.
 

Yes there is, you gain them as you advance in age / generation. You get a fixed number, you dont gain them as feats or anything else.

Hummm... that gives me pause. If the powers should compensate for less magic items, then unless someone is bitten by a powerful vamp, they are seriously screwed. Unless the campaign is all vamp, or vamp and non-human, most PCs won't see new age categories, especially if they are allowed to start old. As such, there is no incentive to use the gifts instead of magic items.

Now, perhaps another way to deal with it: max the number they can have by Generation. Then, make them cost XP and Money. The XP is of course them learning the power within themselves, the money represents rare items/magics/elder blood/etc power components that must be part of the ritual of elevation. They still gain power as they age, but this way those that put effort into it become greater outside the box. And it balances their gifts with magic items.

You might also want to consider the Prestige Races concept from Oathbound: paying a large amount of XP (no money) to gain permanent innate powers. If you went that route, if there was some ritual involved, you might say they could sacrifice permanent items in the ritual to help pay some of the xp cost (forcing them to surrender items gained for innate power).

I completely agree with desiring a high level PC who can get out of a situation without tons of magic items. I am trying to run a campaign now, low magic, like my old 2nd ed one, but so many adjustments have to be made to keep things balanced when you do that (ditching the CR system for xp, so xp is no longer based around combat was the first start). I'm still working on it. Its also nice to see even at high level the King's 3-5th level guard be some kind of threat when there is 20 of them, rather then simply be a speed bump.
 

I was actually contemplating on doing some kind of makeover, using some of the rules presented in the Race book (exact name eludes me). Using your idea with sacrificing XP sounds very good, it actually allows the vampire to retain its purity without sacrificing the abilities it can obtain.

I normally play a very low-magic campaign, the PC's only gaining their first magic items around level 5-6 (the first item they obtained in the current campaign was a small pearl that they could order to roll anywhere they wanted. They found many uses for it, distraction etc.)

If there could be some way of allowing it to use Magical Items to replace some of the lost experience points (allowing a Vampire to, for example, sacrifice an item to make up for half of the lost experience) it would be nice, since that would even out the Vampire for those that play in magic-rich campaigns. I am planning on doing a redux, since I have received rather good criticism (by that I mean that people have had good ideas for changes, not simply stating that they liked it). Since I need to redo the story for the Necromancers Legacy anyways, making the Vampires originate from a race of elves instead of some races specific to my own campaign world.
 

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