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<blockquote data-quote="Vascant" data-source="post: 1974589" data-attributes="member: 13927"><p>Thanks to Knight Otu and Vesse we have completed Phase 2 (Template engine) and here is a small sample of their hard work.</p><p></p><p>Adareand: Male Human Vampire Fighter 5: CR 7; Medium Undead (Augmented Humanoid); HD 5d12 (HP 46); Init 8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 24 (+6 natural, +2 Leather armor, +4 Dex), touch 14, flat-footed 20; Base Atk +5; Grp +12; Atk +12 melee (1d6+7 plus energy drain/x2, Slam) or +13 melee (1d4+7/x2, Masterwork light hammer) or +13 melee (1d8+10/x3, Masterwork warhammer); Full Atk +11 melee (1d8+7/x3, Masterwork warhammer) and +11 melee (1d4+3/x2, Masterwork light hammer) or +12 melee (1d6+7 plus energy drain/x2, Slam); Space/Reach 5 ft./5 ft.; SA blood drain, children of the night, create spawn, dominate, energy drain; SQ darkvision 60 ft., resistance to cold 10 and electricity 10, damage reduction 10/magic and silver, alternate form, fast healing, gaseous form, spider climb, turn resistance +4, undead traits, vampire weaknesses; AL CE; SV Fort +4, Ref +7, Will +6; Str 24, Dex 19, Con -, Int 17, Wis 17, Cha 15. </p><p></p><p>Skills: Bluff +14 (+2 cha,+8 racial), Hide +15 (+4 dex,+8 racial), Intimidate +4 (+2 cha), Jump +12 (+7 str), Knowledge (Local) +4 (+3 int), Listen +17 (+3 wis,+8 racial,+2 alertness), Move Silently +13 (+4 dex,+8 racial), Ride +5 (+4 dex), Search +12 (+3 int,+8 racial), Sense Motive +15 (+3 wis,+8 racial), Spot +15 (+3 wis,+8 racial,+2 alertness). </p><p></p><p>Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Power Attack, Two Weapon Fighting. </p><p></p><p>Languages: Common, abyssal, elven, halfling. </p><p>Ht: 5' 1", Wt: 135, Hair: Brown, Eyes: Grey, Age: 24. </p><p></p><p>Blood Drain (Ex): Adareand can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each successful attack, he gains 5 temporary hit points. </p><p></p><p>Children of the Night (Su): Adareand commands the lesser creatures of the world and once per day can call forth a 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve his for up to 1 hour. </p><p></p><p>Create Spawn (Su): Any humanoid or monstrous humanoid slain by Adareand's energy drain attack rises as a vampire spawn (see the Vampire Spawn entry in the Monster Manual) 1d4 days after burial. If he instead drains the victim's Constitution to 0 or lower, 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 Adareand and remains enslaved until his destruction. At any given time, Adareand may have enslaved spawn totaling no more than twice his own Hit Dice; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. Adareand may voluntarily free an enslaved spawn to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. </p><p></p><p>Dominate (Su): Adareand can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that Adareand must take a standard action, and those merely looking at his are not affected. Anyone the vampire targets must succeed on a Will save (DC 14) or fall instantly under his influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. </p><p></p><p>Energy Drain (Su): Any living creature hit by Adareand's slam attack gains 2 negative levels. For each level bestowed, he gains 5 temporary hit points. Adareand can use his energy drain ability once per round. </p><p></p><p>Alternate Form (Su): Adareand can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell (caster level 12th), except that Adareand does not regain hit points for changing form and must choose from among the forms mentioned here. While in an alternate form, Adareand loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of his new form. He can remain in that form until he assumes another or until the next sunrise. </p><p></p><p>Fast Healing 5 (Ex): Adareand heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points, Adareand automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (He can travel up to 9 miles in 2 hours.) Once at rest in his coffin, he is helpless. He rises to 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. </p><p></p><p>Gaseous Form (Su): As a standard action, Adareand can assume gaseous form at will, as the spell (caster level 5th), except that he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. </p><p></p><p>Spider Climb (Ex): Adareand can climb sheer surfaces as though with a spider climb spell. </p><p></p><p>Turn Resistance (Ex): Adareand is treated as a 9-HD undead for the purpose of turn, rebuke, command, or bolster attempts. </p><p></p><p>Undead Traits: Adareand is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing. Darkvision 60 ft. </p><p></p><p>Possessions: +2 leather armor, masterwork warhammer, masterwork light hammer, periapt of wisdom +2, oil of magic vestment +5, potion of magic fang, 13 pp, 14 gp, 10 sp, 13 cp, 1227 gp in other assets.</p></blockquote><p></p>
[QUOTE="Vascant, post: 1974589, member: 13927"] Thanks to Knight Otu and Vesse we have completed Phase 2 (Template engine) and here is a small sample of their hard work. Adareand: Male Human Vampire Fighter 5: CR 7; Medium Undead (Augmented Humanoid); HD 5d12 (HP 46); Init 8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 24 (+6 natural, +2 Leather armor, +4 Dex), touch 14, flat-footed 20; Base Atk +5; Grp +12; Atk +12 melee (1d6+7 plus energy drain/x2, Slam) or +13 melee (1d4+7/x2, Masterwork light hammer) or +13 melee (1d8+10/x3, Masterwork warhammer); Full Atk +11 melee (1d8+7/x3, Masterwork warhammer) and +11 melee (1d4+3/x2, Masterwork light hammer) or +12 melee (1d6+7 plus energy drain/x2, Slam); Space/Reach 5 ft./5 ft.; SA blood drain, children of the night, create spawn, dominate, energy drain; SQ darkvision 60 ft., resistance to cold 10 and electricity 10, damage reduction 10/magic and silver, alternate form, fast healing, gaseous form, spider climb, turn resistance +4, undead traits, vampire weaknesses; AL CE; SV Fort +4, Ref +7, Will +6; Str 24, Dex 19, Con -, Int 17, Wis 17, Cha 15. Skills: Bluff +14 (+2 cha,+8 racial), Hide +15 (+4 dex,+8 racial), Intimidate +4 (+2 cha), Jump +12 (+7 str), Knowledge (Local) +4 (+3 int), Listen +17 (+3 wis,+8 racial,+2 alertness), Move Silently +13 (+4 dex,+8 racial), Ride +5 (+4 dex), Search +12 (+3 int,+8 racial), Sense Motive +15 (+3 wis,+8 racial), Spot +15 (+3 wis,+8 racial,+2 alertness). Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Power Attack, Two Weapon Fighting. Languages: Common, abyssal, elven, halfling. Ht: 5' 1", Wt: 135, Hair: Brown, Eyes: Grey, Age: 24. Blood Drain (Ex): Adareand can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each successful attack, he gains 5 temporary hit points. Children of the Night (Su): Adareand commands the lesser creatures of the world and once per day can call forth a 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve his for up to 1 hour. Create Spawn (Su): Any humanoid or monstrous humanoid slain by Adareand's energy drain attack rises as a vampire spawn (see the Vampire Spawn entry in the Monster Manual) 1d4 days after burial. If he instead drains the victim's Constitution to 0 or lower, 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 Adareand and remains enslaved until his destruction. At any given time, Adareand may have enslaved spawn totaling no more than twice his own Hit Dice; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. Adareand may voluntarily free an enslaved spawn to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Dominate (Su): Adareand can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that Adareand must take a standard action, and those merely looking at his are not affected. Anyone the vampire targets must succeed on a Will save (DC 14) or fall instantly under his influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Energy Drain (Su): Any living creature hit by Adareand's slam attack gains 2 negative levels. For each level bestowed, he gains 5 temporary hit points. Adareand can use his energy drain ability once per round. Alternate Form (Su): Adareand can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell (caster level 12th), except that Adareand does not regain hit points for changing form and must choose from among the forms mentioned here. While in an alternate form, Adareand loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of his new form. He can remain in that form until he assumes another or until the next sunrise. Fast Healing 5 (Ex): Adareand heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points, Adareand automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (He can travel up to 9 miles in 2 hours.) Once at rest in his coffin, he is helpless. He rises to 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, Adareand can assume gaseous form at will, as the spell (caster level 5th), except that he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Spider Climb (Ex): Adareand can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): Adareand is treated as a 9-HD undead for the purpose of turn, rebuke, command, or bolster attempts. Undead Traits: Adareand is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing. Darkvision 60 ft. Possessions: +2 leather armor, masterwork warhammer, masterwork light hammer, periapt of wisdom +2, oil of magic vestment +5, potion of magic fang, 13 pp, 14 gp, 10 sp, 13 cp, 1227 gp in other assets. [/QUOTE]
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