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<blockquote data-quote="qstor" data-source="post: 2450851" data-attributes="member: 1489"><p>Drelnza 3.0 (figher 9th Vampire template)</p><p></p><p>This is a conversion of the Stats from S4. I gave her fighter related feats then some knowledge skills because of her mother. Comments are welcome.</p><p></p><p>Hit Dice: 9d12</p><p></p><p>HP: 59</p><p></p><p>Speed: 20 ft</p><p></p><p>AC: 25 (Half Plate +7 (+2 magical bonus), natural armor +6) Touch 14, Flat Footed 25</p><p></p><p>Attacks: Bastard Sword +18 or Slam +12</p><p>Full Attack: Bastard Sword +18/+13 or Slam +12</p><p></p><p>Damage: sword 1d10+10 (critical 17-20), slam attack 1d6+5, vampire special attacks </p><p></p><p></p><p>(From SRD) Special Attacks: A vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Charisma modifier unless noted otherwise.</p><p></p><p>Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.</p><p></p><p>Energy Drain (Su): Living creatures hit by a vampire’s slam attack suffer 2 negative levels.</p><p></p><p>Blood Drain (Ex): A 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 permanent Constitution drain each round the pin is maintained.</p><p></p><p>Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.</p><p></p><p>Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s death.</p><p></p><p>Special Qualities: A vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type.</p><p></p><p>Damage Reduction (Su): A vampire’s undead body is tough, giving the creature damage reduction 10/silver and magic.</p><p></p><p>Turn Resistance (Ex): A vampire has +4 turn resistance.</p><p></p><p>Resistance (Ex): A vampire has cold and electricity resistance 20.</p><p></p><p>Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p></p><p>Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.</p><p></p><p>Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.</p><p></p><p>Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.</p><p></p><p>Saves: Fort+9/Reflex +9/Will +5</p><p></p><p>Abilities: ST 21 WIS 14 IQ 15 CH 17 DX 18 CON -</p><p></p><p>Skills: Bluff +15, Diplomacy +9, Hide +10,Listen +14, Move Silently +12, Search +16, Sense Motive +10, Spot +14, Knowledge (planes) +8, Knowledge (acranca) +8, and Ride +10</p><p>Feats: Alertness, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Cleave, Improved Bull Rush, Imporved Critical, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)</p><p></p><p>CR: CR 11</p><p>Alignment: chaotic evil</p><p>Equipment: intelligent unholy +3 bastard sword, +2 half plate</p></blockquote><p></p>
[QUOTE="qstor, post: 2450851, member: 1489"] Drelnza 3.0 (figher 9th Vampire template) This is a conversion of the Stats from S4. I gave her fighter related feats then some knowledge skills because of her mother. Comments are welcome. Hit Dice: 9d12 HP: 59 Speed: 20 ft AC: 25 (Half Plate +7 (+2 magical bonus), natural armor +6) Touch 14, Flat Footed 25 Attacks: Bastard Sword +18 or Slam +12 Full Attack: Bastard Sword +18/+13 or Slam +12 Damage: sword 1d10+10 (critical 17-20), slam attack 1d6+5, vampire special attacks (From SRD) Special Attacks: A vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Charisma modifier unless noted otherwise. Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet. Energy Drain (Su): Living creatures hit by a vampire’s slam attack suffer 2 negative levels. Blood Drain (Ex): A 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 permanent Constitution drain each round the pin is maintained. Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s death. Special Qualities: A vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type. Damage Reduction (Su): A vampire’s undead body is tough, giving the creature damage reduction 10/silver and magic. Turn Resistance (Ex): A vampire has +4 turn resistance. Resistance (Ex): A vampire has cold and electricity resistance 20. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round. Saves: Fort+9/Reflex +9/Will +5 Abilities: ST 21 WIS 14 IQ 15 CH 17 DX 18 CON - Skills: Bluff +15, Diplomacy +9, Hide +10,Listen +14, Move Silently +12, Search +16, Sense Motive +10, Spot +14, Knowledge (planes) +8, Knowledge (acranca) +8, and Ride +10 Feats: Alertness, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Cleave, Improved Bull Rush, Imporved Critical, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) CR: CR 11 Alignment: chaotic evil Equipment: intelligent unholy +3 bastard sword, +2 half plate [/QUOTE]
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