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My vampire concept for d20 Modern games
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<blockquote data-quote="cybernetic" data-source="post: 1296481" data-attributes="member: 1542"><p><strong>Talent Trees</strong></p><p></p><p><strong><span style="font-size: 15px">Talents</span></strong></p><p>At 2nd, 4th, 6th, 8th, and 10th level, he Lesser vampire selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the vampire qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.</p><p> </p><p>Activating a Lesser vampire talent is a free action and are considered to be supernatural abilities. This talents may only be used when the vampire manifests his fiendish visage.</p><p></p><p><strong><span style="font-size: 15px">Blood of the Arachnid</span></strong></p><p>Your fiendish soul grants you abilities akin to that of a spider.</p><p> </p><p><strong>Arachnid Balance:</strong> The vampire gains the balance of a spider which grants a +4 racial bonus balance, climb, and jump checks. </p><p></p><p><strong>Arachnid Leap: </strong> The vampire can spend one point of Constitution to make your next jump check without needing to move 20 feet. In addition, the vampire gains a +20 racial bonus to the jump check when using this talent. </p><p><em>Prerequisite:</em> Arachnid balance.</p><p> </p><p><strong>Hands of the Arachnid: </strong> The vampire can spend one point of Constitution to gain a climb speed of 10 feet and does not need to make a Climb check to scale a surface. This ability also provides the vampire a +5 synergy bonus to catch himself while falling per the Climb skill for one round.</p><p><em>Prerequisite: </em> Arachnid balance.</p><p> </p><p><strong>Improved Hands of the Arachnid:</strong> The vampire gains an addition climb speed of 10 feet and an additional +5 synergy bonus to catch himself while falling when using the hands of the arachnid talent (20 feet movement and +10 bonus total).</p><p><em>Prerequisite:</em> Arachnid balance, hands of the arachnid.</p><p></p><p><strong><span style="font-size: 15px">Body of Undeath</span></strong></p><p>The body of a vampire is composed of dead flesh that is preserved and imbued with the negative energy of its fiendish soul. This infusion grants the body extraordiniary resitances and recooperative power.</p><p> </p><p><strong>Undead Fortitude:</strong> The vampire gains a +4 bonus to all Constitution-based skill checks and a +2 bonus to all Fortitude saves. </p><p> </p><p><strong>Dead Skin:</strong> The vampire may spend a point of Constitution to increase his damage reduction by two points for one round. The vampire ignores the first 7 points of damage dealt by a non-silver weapon.</p><p><em>Prerequisites:</em> Undead fortitude.</p><p> </p><p><strong>Improved Dead Skin: </strong> The vampire's damage reduction increases by an additional three points when using the dead skin talent. The vampire ignores the first 10 points of damage dealt by a non-silver weapon.</p><p><em>Prerequisites:</em> Undead fortitude, dead skin.</p><p> </p><p><strong>Necrotic Rejuvenation:</strong> The vampire gains fast healing that heals one hit point worth of damage each round as long as the vampire has at least one hit point remaining. This fast healing cannot heal damage done by fire, holy items, holy water, silver, or sunlight.</p><p><em>Prerequisites:</em> Undead fortitude.</p><p> </p><p><strong>Improved Necrotic Rejuvenation:</strong> The fast healing granted by necrotic rejuvenation is increased to two hit points each round.</p><p><em>Prerequisites:</em> Undead fortitude, necrotic rejuvenation.</p><p> </p><p><strong>Advanced Necrotic Rejuvenation:</strong> The fast healing granted by necrotic rejuvenation and improved necrotic rejuvenation is increased to three hit points each round and also allows the vampire to regenerate lost limbs in a matter of days.</p><p><em>Prerequisites:</em> Undead fortitude, necrotic rejuvenation, improved necrotic rejuvenation.</p><p></p><p><strong><span style="font-size: 15px">Claws of the Beast</span></strong></p><p>The fiendish soul sometimes carries a more beast-like nature along with it. This nature usually manifests in the form of a set of natural claws.</p><p> </p><p><strong>Claws of the Beast:</strong> The vampire gains a set of claws as natural weapons. These claws deal 1d6 points of damage, threaten a critical hit on a natural roll of 20, and deal double damage on a successful critical hit. These claws are considered to be equivelant to silver in regards to hitting a creature with damage reduction.</p><p> </p><p><strong>Claw Mastery: </strong> The vampire gains instinctual mastery of his claws granting a +2 bonus to their damage.</p><p><em>Prerequisite: </em> Claws of the beast.</p><p> </p><p><strong>Razor Edge Claws:</strong> The vampire's claws gain an razer sharp keen which allows them to threaten a critical hit on 19 or 20.</p><p><em>Prerequisite:</em> Claws of the beast, claw mastery, razor edge claws.</p><p></p><p><strong><span style="font-size: 15px">Speed of Night</span></strong></p><p>Supernatural speed is another quality that a fiendish soul can grant a vampire.</p><p> </p><p><strong>Speed of Night: </strong> The vampire can spend a point of constitution to gain an additional 20 feet added to his movement for one round.</p><p> </p><p><strong>Improved Speed of Night:</strong> The vampire gains an additional 20 feet of movement when using the speed of night talent (40 feet total).</p><p><em>Prerequisite:</em> Speed of night.</p><p> </p><p><strong>Combat Quickness:</strong> The vampire can spend a point of Constitution to gain a +2 dodge bonus to defense for one round.</p><p><em>Prerequisites:</em> Speed of night.</p><p> </p><p><strong>Improved Combat Quickness:</strong> The vampire gains a single extra attack action when using the combat quickness talent.</p><p><em>Prerequisites:</em> Speed of night, combat quickness.</p><p></p><p><strong>Quickened Reaction: </strong> The vampire gains a +2 racial bonus to initiative rolls.</p><p><em>Prerequisites:</em> Speed of night.</p><p> </p><p><span style="font-size: 15px"><strong>Strength of Darkness</strong></span></p><p>The body of a vampire is often granted supernatural strength from his fiendish soul.</p><p> </p><p><strong>Fiendish Strength:</strong> The vampire gains a +4 racial bonus to all Strength checks, Strength-based skills checks, and grapple checks. Furthermore, the vampire is considered to be one size category when determining carrying capacity.</p><p> </p><p><strong>Fienish Powerhouse: </strong> The vampire can spend a point of Constitution to gain a +2 profane bonus to Strength. This ability lasts for 1 minute per Constitution point spent.</p><p><em>Prerequisites:</em> Fiendish strength.</p><p> </p><p><strong>Improved Fiendish Powerhouse: </strong> The vampire gains an additional +2 profane bonus to Strength when using the fiendish powerhouse talent (+4 total).</p><p><em>Prerequisites:</em> Fiendish strength, fiendish powerhouse.</p></blockquote><p></p>
[QUOTE="cybernetic, post: 1296481, member: 1542"] [b]Talent Trees[/b] [B][SIZE=4]Talents[/SIZE][/B] At 2nd, 4th, 6th, 8th, and 10th level, he Lesser vampire selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the vampire qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Activating a Lesser vampire talent is a free action and are considered to be supernatural abilities. This talents may only be used when the vampire manifests his fiendish visage. [B][SIZE=4]Blood of the Arachnid[/SIZE][/B] Your fiendish soul grants you abilities akin to that of a spider. [B]Arachnid Balance:[/B] The vampire gains the balance of a spider which grants a +4 racial bonus balance, climb, and jump checks. [B]Arachnid Leap: [/B] The vampire can spend one point of Constitution to make your next jump check without needing to move 20 feet. In addition, the vampire gains a +20 racial bonus to the jump check when using this talent. [I]Prerequisite:[/I] Arachnid balance. [B]Hands of the Arachnid: [/B] The vampire can spend one point of Constitution to gain a climb speed of 10 feet and does not need to make a Climb check to scale a surface. This ability also provides the vampire a +5 synergy bonus to catch himself while falling per the Climb skill for one round. [I]Prerequisite: [/I] Arachnid balance. [B]Improved Hands of the Arachnid:[/B] The vampire gains an addition climb speed of 10 feet and an additional +5 synergy bonus to catch himself while falling when using the hands of the arachnid talent (20 feet movement and +10 bonus total). [I]Prerequisite:[/I] Arachnid balance, hands of the arachnid. [B][SIZE=4]Body of Undeath[/SIZE][/B] The body of a vampire is composed of dead flesh that is preserved and imbued with the negative energy of its fiendish soul. This infusion grants the body extraordiniary resitances and recooperative power. [B]Undead Fortitude:[/B] The vampire gains a +4 bonus to all Constitution-based skill checks and a +2 bonus to all Fortitude saves. [B]Dead Skin:[/B] The vampire may spend a point of Constitution to increase his damage reduction by two points for one round. The vampire ignores the first 7 points of damage dealt by a non-silver weapon. [I]Prerequisites:[/I] Undead fortitude. [B]Improved Dead Skin: [/B] The vampire's damage reduction increases by an additional three points when using the dead skin talent. The vampire ignores the first 10 points of damage dealt by a non-silver weapon. [I]Prerequisites:[/I] Undead fortitude, dead skin. [B]Necrotic Rejuvenation:[/B] The vampire gains fast healing that heals one hit point worth of damage each round as long as the vampire has at least one hit point remaining. This fast healing cannot heal damage done by fire, holy items, holy water, silver, or sunlight. [I]Prerequisites:[/I] Undead fortitude. [B]Improved Necrotic Rejuvenation:[/B] The fast healing granted by necrotic rejuvenation is increased to two hit points each round. [I]Prerequisites:[/I] Undead fortitude, necrotic rejuvenation. [B]Advanced Necrotic Rejuvenation:[/B] The fast healing granted by necrotic rejuvenation and improved necrotic rejuvenation is increased to three hit points each round and also allows the vampire to regenerate lost limbs in a matter of days. [I]Prerequisites:[/I] Undead fortitude, necrotic rejuvenation, improved necrotic rejuvenation. [B][SIZE=4]Claws of the Beast[/SIZE][/B] The fiendish soul sometimes carries a more beast-like nature along with it. This nature usually manifests in the form of a set of natural claws. [B]Claws of the Beast:[/B] The vampire gains a set of claws as natural weapons. These claws deal 1d6 points of damage, threaten a critical hit on a natural roll of 20, and deal double damage on a successful critical hit. These claws are considered to be equivelant to silver in regards to hitting a creature with damage reduction. [B]Claw Mastery: [/B] The vampire gains instinctual mastery of his claws granting a +2 bonus to their damage. [I]Prerequisite: [/I] Claws of the beast. [B]Razor Edge Claws:[/B] The vampire's claws gain an razer sharp keen which allows them to threaten a critical hit on 19 or 20. [I]Prerequisite:[/I] Claws of the beast, claw mastery, razor edge claws. [B][SIZE=4]Speed of Night[/SIZE][/B] Supernatural speed is another quality that a fiendish soul can grant a vampire. [B]Speed of Night: [/B] The vampire can spend a point of constitution to gain an additional 20 feet added to his movement for one round. [B]Improved Speed of Night:[/B] The vampire gains an additional 20 feet of movement when using the speed of night talent (40 feet total). [I]Prerequisite:[/I] Speed of night. [B]Combat Quickness:[/B] The vampire can spend a point of Constitution to gain a +2 dodge bonus to defense for one round. [I]Prerequisites:[/I] Speed of night. [B]Improved Combat Quickness:[/B] The vampire gains a single extra attack action when using the combat quickness talent. [I]Prerequisites:[/I] Speed of night, combat quickness. [B]Quickened Reaction: [/B] The vampire gains a +2 racial bonus to initiative rolls. [I]Prerequisites:[/I] Speed of night. [SIZE=4][B]Strength of Darkness[/B][/SIZE] The body of a vampire is often granted supernatural strength from his fiendish soul. [B]Fiendish Strength:[/B] The vampire gains a +4 racial bonus to all Strength checks, Strength-based skills checks, and grapple checks. Furthermore, the vampire is considered to be one size category when determining carrying capacity. [B]Fienish Powerhouse: [/B] The vampire can spend a point of Constitution to gain a +2 profane bonus to Strength. This ability lasts for 1 minute per Constitution point spent. [I]Prerequisites:[/I] Fiendish strength. [B]Improved Fiendish Powerhouse: [/B] The vampire gains an additional +2 profane bonus to Strength when using the fiendish powerhouse talent (+4 total). [I]Prerequisites:[/I] Fiendish strength, fiendish powerhouse. [/QUOTE]
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