SolidSnake
First Post
I was just wondering what all of you guys thought of the following template (essentially a half-vampire template applied to the character at creation). You will be able to note many references to weakness against Heironeous' followers; this is intentional and has a long backstory if anyone cares to hear about it. My question is wondering if it is too powerful/weak for an LA of +2
AC: The base creature’s natural armor improves by +4.
Attacks: Retains all of the attacks of the base creature and also gains a slam attack.
Damage: If the base creature does not have this attack form, use the damage value on the table below. If it does, use the greater damage of the two.
Size Damage
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: Saves have a DC of 10 + 1/2 HD + charisma modifier unless noted otherwise.
Blood Drain (Ex): Can suck blood from a victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d3 points of temporary constitution damage each round the pin is maintained.
Charm (Su): Can summon some of the long lost charm of the Vampire ancestors it has and focus a gaze attack that duplicates the spell Charm Person as cast by a 5th level Sorcerer. Can use this attack as many times per day as their charisma modifier +3. The ability has a range of 30 feet.
Special Qualities:
Damage Reduction (Su): 5/silver or blessed by Heironious
Resistance (Su): cold and electricity resistance of 5
Fast Healing (Su): heals 1 hit point per minute so long it has one hit point. It is not destroyed when it reaches 0 hit points, but still incurs all penalties as a dying creature until killed when it reaches –10 hit points.
Vision: Darkvision 60 feet
Partial Undead (Ex): As a partial undead it gets a +2 bonus on all saves that involve mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It has a 50% chance to take normal damage on a critical hit/sneak attack and not be killed by death from massive damage each time it happens. It only takes half damage from subdual attacks and gets a +4 on saves involving energy drain and ability drain.
Extended Life: The life span increases by 50 percent of its base creature’s maximum age. They show very little signs of aging even when venerable. They do no not receive any penalties of aging until they are venerable, but receive all of the bonuses until and through that point.
Detection: Will detect as Undead w/ an aura that is ½ HD
Abilities: Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +2 and Charisma +2.
Skills: Dhamphirs get a +4 bonus to bluff, climb, hide, listen, move silently, and spot.
Feats: Gains Improved Initiative, assuming the base creature meets the prerequisites and does not already have the feats.
Challenge Rating: As base creature +2
Weaknesses-
The Thirst: DC 15 Will save every day (Will save goes up by 1 everyday you make it until you fail) or must drain blood before sunrise of next day lest he take -1 morale penalty on attacks checks and saves, penalty increase by an additional -1 each additional day the Dhampir goes without blood. As soon as 1 rd of blood drain occurs, all penalties are expunged
Damned: Any Priest of Heironeous able to turn half of creature's HD imposes -4 to attacks, saves, skill checks and ability checks for 10 rounds or until the turner attacks the creature. If turn would destroy undead it stuns creature for 2d4 rounds (Other Priests: If turn creature’s HD, you can impose -4 to attacks/saves/skill/ability checks; If you can turn double HD of creature, you stun creature for 2d4 rounds).
Also, any Dhampir touching a sacred relic of Heironeous automatically takes 2d6 damage/rd and is Slowed while holding the object + 1d4 rounds afterwards. Holy water blessed by Heironeous that scores direct hit on the creature deals 1d4 points of damage.
Sunlight: Dazzled in bright sunlight or within radius of Daylight spell
Stakes: Any sharp object blessed by a good pantheon driven through its heart disorients it severely (basically, this is a coupe de grace on helpless status). The creature suffers a –4 to attack and damage and can only move at half of its base speed. Also, it can only take partial actions and loses its damage reduction while the stake is in. If it is a critical hit then it dies just as any other creature would if struck in the heart. The creature may take a full-round action to remove the stake from the heart, but incurs all attacks of opportunity necessary and takes the same amount of damage again it did when originally put in. This could effectively kill him. A successful Heal check (DC 20) can be made to reduce the damage by half and a DC 25 to reduce it by full.
What do you guys think?
AC: The base creature’s natural armor improves by +4.
Attacks: Retains all of the attacks of the base creature and also gains a slam attack.
Damage: If the base creature does not have this attack form, use the damage value on the table below. If it does, use the greater damage of the two.
Size Damage
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: Saves have a DC of 10 + 1/2 HD + charisma modifier unless noted otherwise.
Blood Drain (Ex): Can suck blood from a victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d3 points of temporary constitution damage each round the pin is maintained.
Charm (Su): Can summon some of the long lost charm of the Vampire ancestors it has and focus a gaze attack that duplicates the spell Charm Person as cast by a 5th level Sorcerer. Can use this attack as many times per day as their charisma modifier +3. The ability has a range of 30 feet.
Special Qualities:
Damage Reduction (Su): 5/silver or blessed by Heironious
Resistance (Su): cold and electricity resistance of 5
Fast Healing (Su): heals 1 hit point per minute so long it has one hit point. It is not destroyed when it reaches 0 hit points, but still incurs all penalties as a dying creature until killed when it reaches –10 hit points.
Vision: Darkvision 60 feet
Partial Undead (Ex): As a partial undead it gets a +2 bonus on all saves that involve mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It has a 50% chance to take normal damage on a critical hit/sneak attack and not be killed by death from massive damage each time it happens. It only takes half damage from subdual attacks and gets a +4 on saves involving energy drain and ability drain.
Extended Life: The life span increases by 50 percent of its base creature’s maximum age. They show very little signs of aging even when venerable. They do no not receive any penalties of aging until they are venerable, but receive all of the bonuses until and through that point.
Detection: Will detect as Undead w/ an aura that is ½ HD
Abilities: Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +2 and Charisma +2.
Skills: Dhamphirs get a +4 bonus to bluff, climb, hide, listen, move silently, and spot.
Feats: Gains Improved Initiative, assuming the base creature meets the prerequisites and does not already have the feats.
Challenge Rating: As base creature +2
Weaknesses-
The Thirst: DC 15 Will save every day (Will save goes up by 1 everyday you make it until you fail) or must drain blood before sunrise of next day lest he take -1 morale penalty on attacks checks and saves, penalty increase by an additional -1 each additional day the Dhampir goes without blood. As soon as 1 rd of blood drain occurs, all penalties are expunged
Damned: Any Priest of Heironeous able to turn half of creature's HD imposes -4 to attacks, saves, skill checks and ability checks for 10 rounds or until the turner attacks the creature. If turn would destroy undead it stuns creature for 2d4 rounds (Other Priests: If turn creature’s HD, you can impose -4 to attacks/saves/skill/ability checks; If you can turn double HD of creature, you stun creature for 2d4 rounds).
Also, any Dhampir touching a sacred relic of Heironeous automatically takes 2d6 damage/rd and is Slowed while holding the object + 1d4 rounds afterwards. Holy water blessed by Heironeous that scores direct hit on the creature deals 1d4 points of damage.
Sunlight: Dazzled in bright sunlight or within radius of Daylight spell
Stakes: Any sharp object blessed by a good pantheon driven through its heart disorients it severely (basically, this is a coupe de grace on helpless status). The creature suffers a –4 to attack and damage and can only move at half of its base speed. Also, it can only take partial actions and loses its damage reduction while the stake is in. If it is a critical hit then it dies just as any other creature would if struck in the heart. The creature may take a full-round action to remove the stake from the heart, but incurs all attacks of opportunity necessary and takes the same amount of damage again it did when originally put in. This could effectively kill him. A successful Heal check (DC 20) can be made to reduce the damage by half and a DC 25 to reduce it by full.
What do you guys think?