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<blockquote data-quote="The Edge" data-source="post: 2423336" data-attributes="member: 33507"><p><strong>My Vamps</strong></p><p></p><p>I finally got a bit of free time. Unfortunately I left the vamp template and sample stuff I wrote down at my dads house, but I can give you the important bits, just not all written out in nice MonMan format. </p><p></p><p></p><p>Here are the changes to make the blood vampire.</p><p></p><p>The blood vampire variety is the weakest type of all the vampires. They are much simpler than the other vamps and lack many of the special abilities and power their greater kin have. They are savage and violent creatures, behaving more like wild animals than sentient beings. They retain only a fraction of the intelligence from former life, and often seem slightly insane. They have a predator’s instinct and will stalk their prey quietly, but once blood has been shed they often lose control and attack relentlessly in a frenzy and fight till death. Rarer more intelligent ones can keep control of their bloodlust a little better but still feel the cravings.</p><p></p><p>To get the info for a Blood vampire use the vampire template from the monster manual and make these changes</p><p></p><p>- Natural armour class bonus is reduced to +4</p><p>- They rarely use weapons; they have the slam attack as normal (but I call it their claws instead)</p><p>- Blood vampires only gain the 'children of the night' power if they have at least 10 intelligence.</p><p>- No dominate ability</p><p>- No energy drain ability</p><p>- No Alt form</p><p>- Damage reduction is reduced to five</p><p> And fast healing is reduced to 2</p><p>- No gaseous form</p><p>- No turn resistance</p><p>- Normally Chaotic Evil</p><p>- Create spawn can only be by blood drain, but all created are normal blood vampires rather than separate spawn regardless of hit dice.</p><p></p><p>- Spider climb as norm</p><p>- cold+elec resistance as norm</p><p></p><p>Ability mods when created</p><p>str +4 ,dex +4 ,int -6 (to min of 3), wis +0, Cha -4,</p><p></p><p>Skills</p><p>+8 Racial bonus on hide, listen, move silently, search, spot</p><p></p><p>Feats</p><p> as in MonMan</p><p>_____________________________</p><p></p><p>Other important things that relate to all types IMC</p><p></p><p>- Garlic repulsion is as in the MonMan.</p><p>- It is contact with running water that harms vamps, not crossing (although that’s how I interpreted it anyway).</p><p>- Vampires have reflections, but the mirror will reveal the dark taint and aura swirling round the vampire. Vamps still recoil from mirrors, but may attempt to destroy it.</p><p>- Vampires recoil from non-evil holy symbols. And keep distance from temples.</p><p>- Being uninvited to homes do not stop them (although the myth may still stand in the game world)</p><p>- Stakes must be holy/blessed to work (this can be as simple as a bless spell and drawing on a symbol).</p><p></p><p>In my campain vampires were ceated by a 'dieing' diety who sought to reek a last vengence on the world (I dont know of many deitys beyond the standard ones, this ones made myself). Vampirism could be described as a divine disease. When a vampire kills a victim by means of blood drain or energy drain a dark taint is tranfered that repairs and transforms the body, after 1d4 days createing a vampire. This is something akin to a resurection, in fact the body retains all memorys of before and the soul and life force has not left, the dark taint preventing it from leaveing and liveing off it. The soul has a hazy view of what is happening, but is not entirely its self as the taint causes confusion a slight madness (think of it being a bit like that kind of half dreaming you get while your fairly ill, but worse). A creture already dead cannot be corrupted as the soul has already left. A liveing soul can easily repel the taint (no save needed). </p><p></p><p>There is much confusion amoung the (my) world about what vampires are and what happens to the victim. It is a comon mistake to belive that the vampire is the same person turned evil. The vampires personality is a twisted copy of the hosts, adding in the common traits of that vampires type. </p><p></p><p>Because of the soul remaining and the body retaining memory, it is technicaly posible to save the host by casting out the taint from a defeated vamp with an exorcism like process and useing a resurection spell to grant control back to its rightful owner. Obviously there are many dificulties and dangers in doing so. Also the experience is a very truamatic one. Not many have to have 'lived' with a malevolent evil being liveing inside them and claiming their body and memorys as their own.</p><p></p><p></p><p>well there it is, erm, little bit messy up top but I hope you can figure it out. Of course you could choose any parts you do and dont like and make it as you like it. The blood vampire as I said is the weakest, and should be ideal for low(ish) to med level characters, or perhaps overwhelming infestations for high level chars.</p><p></p><p>any comments? I'll see if I can post my other varietys here, but I'll be gone for most of the holidays so im not sure when you might see them. When I do I'll bring this thread back rather than make a new one. If thats ok?</p></blockquote><p></p>
[QUOTE="The Edge, post: 2423336, member: 33507"] [b]My Vamps[/b] I finally got a bit of free time. Unfortunately I left the vamp template and sample stuff I wrote down at my dads house, but I can give you the important bits, just not all written out in nice MonMan format. Here are the changes to make the blood vampire. The blood vampire variety is the weakest type of all the vampires. They are much simpler than the other vamps and lack many of the special abilities and power their greater kin have. They are savage and violent creatures, behaving more like wild animals than sentient beings. They retain only a fraction of the intelligence from former life, and often seem slightly insane. They have a predator’s instinct and will stalk their prey quietly, but once blood has been shed they often lose control and attack relentlessly in a frenzy and fight till death. Rarer more intelligent ones can keep control of their bloodlust a little better but still feel the cravings. To get the info for a Blood vampire use the vampire template from the monster manual and make these changes - Natural armour class bonus is reduced to +4 - They rarely use weapons; they have the slam attack as normal (but I call it their claws instead) - Blood vampires only gain the 'children of the night' power if they have at least 10 intelligence. - No dominate ability - No energy drain ability - No Alt form - Damage reduction is reduced to five And fast healing is reduced to 2 - No gaseous form - No turn resistance - Normally Chaotic Evil - Create spawn can only be by blood drain, but all created are normal blood vampires rather than separate spawn regardless of hit dice. - Spider climb as norm - cold+elec resistance as norm Ability mods when created str +4 ,dex +4 ,int -6 (to min of 3), wis +0, Cha -4, Skills +8 Racial bonus on hide, listen, move silently, search, spot Feats as in MonMan _____________________________ Other important things that relate to all types IMC - Garlic repulsion is as in the MonMan. - It is contact with running water that harms vamps, not crossing (although that’s how I interpreted it anyway). - Vampires have reflections, but the mirror will reveal the dark taint and aura swirling round the vampire. Vamps still recoil from mirrors, but may attempt to destroy it. - Vampires recoil from non-evil holy symbols. And keep distance from temples. - Being uninvited to homes do not stop them (although the myth may still stand in the game world) - Stakes must be holy/blessed to work (this can be as simple as a bless spell and drawing on a symbol). In my campain vampires were ceated by a 'dieing' diety who sought to reek a last vengence on the world (I dont know of many deitys beyond the standard ones, this ones made myself). Vampirism could be described as a divine disease. When a vampire kills a victim by means of blood drain or energy drain a dark taint is tranfered that repairs and transforms the body, after 1d4 days createing a vampire. This is something akin to a resurection, in fact the body retains all memorys of before and the soul and life force has not left, the dark taint preventing it from leaveing and liveing off it. The soul has a hazy view of what is happening, but is not entirely its self as the taint causes confusion a slight madness (think of it being a bit like that kind of half dreaming you get while your fairly ill, but worse). A creture already dead cannot be corrupted as the soul has already left. A liveing soul can easily repel the taint (no save needed). There is much confusion amoung the (my) world about what vampires are and what happens to the victim. It is a comon mistake to belive that the vampire is the same person turned evil. The vampires personality is a twisted copy of the hosts, adding in the common traits of that vampires type. Because of the soul remaining and the body retaining memory, it is technicaly posible to save the host by casting out the taint from a defeated vamp with an exorcism like process and useing a resurection spell to grant control back to its rightful owner. Obviously there are many dificulties and dangers in doing so. Also the experience is a very truamatic one. Not many have to have 'lived' with a malevolent evil being liveing inside them and claiming their body and memorys as their own. well there it is, erm, little bit messy up top but I hope you can figure it out. Of course you could choose any parts you do and dont like and make it as you like it. The blood vampire as I said is the weakest, and should be ideal for low(ish) to med level characters, or perhaps overwhelming infestations for high level chars. any comments? I'll see if I can post my other varietys here, but I'll be gone for most of the holidays so im not sure when you might see them. When I do I'll bring this thread back rather than make a new one. If thats ok? [/QUOTE]
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