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<blockquote data-quote="Obly99" data-source="post: 9720884" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">True Ancestor</span></strong></p><p>When the undead where first created, they were an abomination because the negative energy, destructive by nature, was used for create. The universe, as an automatic mechanism, tried to correct that error by generating a particular type of undead that was based on positive energy. The first generation of this “undead”, called True Ancestor, was enough powerful to keep up with the terrible nosferatu. Some ancient legends say that the first True Ancestor come from the Moon.</p><p style="text-align: center"><strong>Creating a True Ancestor</strong></p><p>“True Ancestor” is an inherited template that can be added to any living creature with an Intelligence score of 5 or more. A True Ancestor uses the base creature’s stats and abilities except as noted here.</p><p></p><p><strong>Alignment:</strong> As the base creature.</p><p></p><p><strong>Type:</strong> The creature’s type changes to undead. Do not recalculate base attack bonuses, saves, or skill points.</p><p></p><p><strong>Senses:</strong> A True Ancestor gains blindsight +600 ft., scent, and the see in darkness special ability.</p><p></p><p><strong>Armor Class:</strong> Natural armor improves by +35 and gains a deflection bonus equal to its Charisma modifier.</p><p></p><p><strong>Hit Dice:</strong> Change all of the base creature’s racial HD to d8s. A True Ancestor has maximum hit points per die (like it has rolled the maximum on all the die).</p><p><strong>Defensive Abilities:</strong> A True Ancestor cannot be turned or commanded; <strong>DR</strong> 50/epic and silver; <strong>immunity</strong> to cold, electricity, and Terrestrial Hazards; <strong>resistance</strong> to acid 60, fire 60, sonic 60, and Stellar Hazards; <strong>PR/SR</strong> 20 + HD; and <strong>regeneration</strong> 50 (major artifacts or epic spells), in addition to all of the defensive abilities granted by the undead type. True Ancestors also gain the following defensive abilities.</p><p></p><p><strong>Eternal Rejuvenation (Ex)</strong></p><p>True Ancestors, as extension and intrinsic part of the Material Plane are almost impossible to destroy. If destroyed in combat (see Part of the World) while on the Material Plane, a True Ancestor regeneration become suppressed for 1 hour and automatically merges with the nearest planet. It is completely intangible and cannot be harmed by any means while in this state. If the True Ancestor is slay on another Plane, it is completely destroyed. While forced in this state, the True Ancestor cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells) with the exception of its telepathy that can use for reach any creature that is within 120 ft. of the planet. After an hour, it regains 1 hit point, reform in a place of the planet of its choice and its regeneration resume working. A True Ancestor forced to merge with the planet is vulnerable while in this state: an <em>augmented mythic wish</em> spell or a direct divine intervention (the very powerful request version of the <em>miracle</em> spell worth 25,000 gp) of a deity hostile to the True Ancestor can extract forcibly the creature, which reappears at a point on the planet chosen by the caster at –1 hit points, unconscious and with its regeneration still suppressed until the hour pass.</p><p>While in this state, its body must be cut in its principal parts (for a human-based True Ancestor: Arm, Arm, Leg, Leg, Upper Torso, Lower Torso, Head; for a non-human the DM is the final judge for how many pieces must be separated). Each piece must be then placed in their own containers full of (un)holy water created by a cleric of a deity hostile to the True Ancestor and made of silver (a Good or Neutral True Ancestor require unholy water, an Evil True Ancestor require holy water). While immersed, the regeneration of the True Ancestor is suppressed and it’s unconscious.</p><p>If any of the part is removed from the (un)holy water, it start to regenerate again at a slow rate: after 10 rounds that the part is outside its container (even if not consecutive), the True Ancestor regains 1 hit point, reforming from the fragment and its regeneration resume working.</p><p>The method to permanently destroy a True Ancestor (other than destroying them outside a planet of the Material Plane) is unique to each of them, and should be created specifically for each different True Ancestor by the GM.</p><p></p><p><strong>Part of the World (Ex)</strong></p><p>Despite being an undead, a True Ancestor is based on positive energy instead of negative energy. A True Ancestor interact with positive and negative energy as a living creature (eg. cannot be damage with the use of channel positive energy against the undead and is cured with <em>cure light wounds</em>, <em>heal</em> and the use of channel positive energy for heal the living while it’s damaged with the use of channel negative energy against the living, <em>inflict light wounds</em>, <em>harm</em> and the use of channel negative energy for heal the undead does not cure the True Ancestor). Despite being an undead, a True Ancestor has regeneration and is not destroyed at 0 hit points: a True Ancestor become staggered while at 0 or negative hit points. The True Ancestor is destroyed only if it start its turn at 0 or less hit points and its regeneration is suppressed.</p><p>A True Ancestor cannot be transported outside the Material Plane against its will in any way, even <em>wish</em> or <em>miracle</em> fail (this apply even when cut and separated, see eternal rejuvenation).</p><p></p><p><strong>Will of the Moon (Ex)</strong></p><p>A True Ancestor gains a bonus equal to its Charisma bonus (if any) on all saving throws. This does not stack with similar abilities that add the Charisma as untyped bonus to saving throws like the divine grace of the paladin or the towering ego of the mesmerist.</p><p>Also, a True Ancestor cannot be turned or commanded and is immune to all forms of mind control and possession (like <em>charm monster</em>, <em>confusion</em>, <em>magic jar</em>, <em>suggestion</em>, and <em>dominate monster</em> spells). Even if they can overcome a normal immunity (like for the ability of some Portfolio), they can overcome Will of the Moon only if the source is at least two divine tier (intermediate deity, greater deity, elder one, etc.) higher than the True Ancestor (a True Ancestor always count at least as a Lesser Deity for this).</p><p></p><p><strong>Speed:</strong> All the True Ancestor movement increase to 600 ft. if less. If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If the base creature lacks a climb or a land speed speeds, the True Ancestor gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the True Ancestor gains both at a speed equal to ½ its highest speed.</p><p></p><p>The True Ancestor also gains a fly speed of supersonic (6,710 ft. = 1,342 squares) if it cannot already fly. Its maneuverability class becomes perfect. Flight gained by application of this template is supernatural in nature.</p><p></p><p><strong>Attacks:</strong> The True Ancestor gains a bite and a slam attack if the base creature didn’t have any (1d8 points of damage for a Small creature, 2d6 points of damage for a Medium one).</p><p></p><p><strong>Special Attacks:</strong> True Ancestors also gain the following special attacks. Saves DCs are Charisma-based unless otherwise specified.</p><p></p><p><strong>Aura of the Moon (Su)</strong></p><p>When a creature enter in an area of 120 ft. of a True Ancestor and can perceive it in any way, his attitude toward the True Ancestor improve by two steps as if the True Ancestor made a Diplomacy check for improve the attitude that exceed the DC of 5. A Will save negate this effect. A creature can be exposed to this aura only once per day. This ability ignore the racial immunity to mind-affecting of the undead type. This is a mind-affecting effect.</p><p></p><p><strong>Assimilate by the Moon (Su)</strong></p><p>A True Ancestor gains one aspect of a defeated opponent that is more powerful than what him already possess. The True Ancestor must have personally defeated the opponent (he must take the majority beneficiary of any EXP gained from the opponents defeat for this power to take effect). This assimilation include ability scores:</p><p>ex: If he defeat an opponent with a higher wisdom score than himself, he can gains his strength score. eg. Brunestune, with Wisdom 29 (16 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement) defeat Zelretch, with Wisdom 36 (24 base + 6 enhanced + 2 inherent + 2 sacred + 2 level advancement). Brunestune chose to absorb his Wisdom and now has Wisdom 35 (24 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement).</p><p>Defensive abilities like resistance, immunity, spell resistance, etc.</p><p>Special attack like pounce, trample, etc.</p><p>Lastly it includes powers and abilities.</p><p>The True Ancestor can gains one the defeated enemy mortal, divine, cosmic, etc., even class abilities.</p><p><em>Special:</em> In the likely event of any ambiguity over what exactly can be gained, the GM has the final say.</p><p></p><p><strong>Blood Drain (Ex)</strong></p><p>A True Ancestor can suck blood from an opponent; if the True Ancestor succeed a bite attack, it drains blood, dealing 2d6 points of Constitution damage. If the True Ancestor establish or maintains a pin, the damage increase to 2d8. The True Ancestor heals 30 hit points or gains 30 temporary hit points for 24 hours hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.</p><p></p><p><strong>Blood Omen (Su)</strong></p><p>A number of times per day equal to its Charisma modifier, but no more than once every 1d4 rounds, as a standard action that provoke attack of opportunity, a True Ancestor can drain blood from all opponents within 120 feet. Each foe must succeed at a Fortitude saving throw or be affected by the True Ancestor’s blood drain ability (not the pinned version). The True Ancestor gains the normal benefits of all blood drained in this manner.</p><p></p><p><strong>Create Follower (Su)</strong></p><p>As a standard action, the True Ancestor can cause a willing creature within 30 feet to die and be immediately reincarnated into a new body. The creature is slain and immediately brought back to life with the spell <em>reincarnate</em>, except that the starting attitude of the creature toward the True Ancestor shift to helpful.</p><p>In addition, once per day as a standard action a True Ancestor can restore a creature to life as <em>reincarnate</em>, except that the target must have been dead less than 1 day per HD of the True Ancestor and can have been killed by a death effect. As with any effect that restores life to a creature, the reincarnating creature can choose not to be reincarnated if it wishes, but if it does allow the effect to happen, it returns to life at full capacity, as if restored via <em>true resurrection</em> in a new body (as above the starting attitude of the creature toward the True Ancestor shift to helpful).</p><p>The new form granted by Create Follower can be any form within one size category of the dead creature’s original size—the exact form of this new body is chosen by the True Ancestor. Use the results listed for the <em>reincarnate</em> spell as guidelines for determining the new body’s physical ability score adjustments.</p><p></p><p><strong>Create Spawn (Su)</strong></p><p>A True Ancestor can create spawn out of those it slays with blood drain (but not blood omen) or energy drain, provided that the slain creature is a living sentient creature with an Intelligence score of 5 or higher. The victim rises from death as an antediluvian vampire with the redeemer subtype in 1 day (the vampire does not gain the template usual alignment). This antediluvian vampire is under the command of the True Ancestor that created it, and remains enslaved until its master’s permanent destruction. A True Ancestor can have an unlimited number of spawn under its control. An antediluvian vampire enslaved to its creator may create and enslave spawn of its own; thus, a True Ancestor can indirectly control a large number of lesser vampires. A True Ancestor may voluntarily free an enslaved antediluvian vampire, but once freed, the former spawn cannot be enslaved again.</p><p>Also, when one of this antediluvian vampires cast <em>animate dead</em>, <em>create undead</em> or any other spells / effect that create or summon an undead creature (including create spawn), that spell/effect lose the evil descriptor (if any), and the undead created/summoned gain the redemeer subtype and lose (if any) the evil subtype, replacing it with the good subtype.</p><p></p><p><em>Redeemer (Subtype)</em></p><p>An undead with the redemeer subtype has all the normal characteristics of a normal undead with the following difference.</p><p>A redemeer undead can have any alignment, they are grey creature like the mortal living creatures. If the redemeer undead is a created undead, it has the same alignment (if any) it has in life. Otherwise (or if it summoned) it has the same alignment of a normal undead of the same type but with the evil component of the alignment substituited with good (a summoned redemeer wraith is LG.</p><p>A redemeer undead is based on positive energy instead of negative energy: it interract with positive and negative energy as a living creature. A cure spell or channel positive energy (heal living) heal the redemeer undead while inflict and channel negative energy (damage living) damage it. A channel positive energy (damage undead) or channel negative energy (heal undead) has no effect on the redemeer undead.</p><p></p><p><strong>Dominate (Su)</strong></p><p>A True Ancestor can crush an opponent’s will as a standard action. Anyone the True Ancestor targets must succeed on a Will or fall instantly under its influence as though by an <em>enslave</em> epic spell (caster level equals True Ancestor’s HD). If the creature succeed, it become immune from the dominate attack from the same True Ancestor for 24 hours. Once the control is established, only the death of the True Ancestor, <em>mythic wish</em> or the direct intervention of a deity (the very powerful request version of the <em>miracle</em> spell worth 25,000 gp) can break this control. The True Ancestor can release any number of controlled creature as a free action. The ability has a range of 120 feet and is a mind-affecting effect.</p><p></p><p><strong>Dried by the Moon (Su)</strong></p><p>A creature hit by a True Ancestor’s natural weapon or melee weapon gains 4 permanent negative levels. A successful Fortitude save negate the effect. This count and work as energy drain.</p><p></p><p><strong>Eclipse (Su)</strong></p><p>A True Ancestor under the open sky can once per day blot out the power of the sun in a 10-miles radius as a move action, forcing the moon to rise. In this area, for 12 hours, the light level drop to dim light unless already lower as a full moon rise in the sky. This count as a natural full moon for all effects (like the child of the moon ability or the lycanthrope template). If the Planet is without a moon, the True Ancestor cannot use this ability.</p><p></p><p><strong>Mist Shapes (Su)</strong></p><p>A True Ancestor can summon and sculpt mist into realistic shapes as the <em>mirage arcana</em> spell (CL equal to the True Ancestor’s total Hit Dice). A shape created in this way lasts for as long as the True Ancestor can see and concentrate upon it and for 24 hours thereafter.</p><p></p><p><strong>Servant of the Moon (Su)</strong></p><p>A True Ancestor can command the lesser creatures of the world. Once per hour, a True Ancestor can call forth 6d6 creatures with a CR of 10 or less native to the Material Plane as a standard action. Once per day, the True Ancestor can use this ability to call forth 2d8 creatures with a CR of 20 or less native to the Material Plane. Summoned creatures arrive in 2d6 rounds and serve the True Ancestor for up to 1 hour.</p><p></p><p><strong>Vengeful Gaze of the Moon (Su)</strong></p><p>A True Ancestor is identified by a pair of shining red eyes. As a standard action, the True Ancestor can focus its stare on one creature in line of sight. That creature suffer 2d6 damage per HD of the True Ancestor. A successful Fortitude save reduce the damage to equal the True Ancestor HD. This ability ignore the racial immunity against Fortitude save of construct and undead. If the attack slays the target (even if he succeed the save), it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). The only way to restore life to a character who was slain this effect is to use <em>true resurrection</em>, a carefully worded <em>wish</em> spell followed by <em>resurrection</em>, or <em>miracle</em>.</p><p></p><p><strong>Telekinesis (Su)</strong></p><p>As a standard action, a True Ancestor can use <em>telekinesis</em> (CL equal to the True Ancestor’s total Hit Dice) without the maximum weight limit of 375 pounds at 15th level.</p><p></p><p><strong>Spell-like Abilities:</strong></p><p><strong>Constant</strong>—<em>mind blank</em>, <em>true seeing</em>, <em>unseen servant</em></p><p></p><p><strong>At-will</strong>—<em>astral projection</em>, <em>deeper darkness</em>, <em>destruction</em>, <em>dream</em>, <em>fog cloud</em>, <em>dimension door</em>, <em>greater dispel magic</em>, <em>greater teleport</em>, <em>haste</em>, <em>overwhelming presence</em>, <em>plane shift</em>, <em>soul bind</em>, <em>storm of vengeance</em>, <em>wail of the banshee</em>, <em>weird</em></p><p></p><p><strong>3/day</strong>—<em>eclipse</em> [E], <em>energy drain</em>, <em>freedom</em>, <em>greater spell immunity</em>, <em>implosion</em>, <em>massacre</em>, <em>time stop</em>, <em>wish</em> (only to duplicate cleric/oracle or sorcerer/wizard spells)</p><p></p><p><strong>1/day</strong>—<em>dreamscape</em> [E], <em>interplanetary teleport</em>, <em>momento mori</em> [E], <em>nailed to the sky</em> [E], <em>safe time</em> (self only) [E], <em>soul dominion</em> [E], <em>time duplicate</em> [E], <em>true resurrection</em>, <em>wish</em></p><p></p><p>Caster level equals True Ancestor’s total Hit Dice. All DCs are Charisma-based.</p><p></p><p><strong>Special Qualities:</strong> The True Ancestor retains all the base creature’s special qualities and gains those described here.</p><p></p><p><strong>Archetype (Ex)</strong></p><p>A True Ancestor is able to manipulate its own gravity. It can balance on any (liquid or solid) objects that could not naturally support its weight such as water or flimsy tree branches. The True Ancestor can walk up walls or on ceilings as if they were floors. This is not climbing in the sense that it must hang on, instead the wall or ceiling becomes its new gravity.</p><p>Also, when a True Ancestor cast <em>animate dead</em>, <em>create undead</em> or any other spells / effect that create or summon an undead creature, that spell/effect lose the evil descriptor (if any), and the undead created/summoned gain the redemeer subtype and lose (if any) the evil subtype, replacing it with the good subtype.</p><p></p><p><strong>Change Shape (Su)</strong></p><p>As a standard action, a True Ancestor can assume the shape of any kind of creature. This ability otherwise functions as <em>aberrant form III</em> [Gothic Campaign Compendium of the Legendary Games], <em>fey form IV</em>, <em>geniekind</em>, <em>greater proxy aspect</em> [Legendary Oracle of the Legendary Games], <em>magical beast shape</em>, <em>monstrous physique IV</em>, <em>ooze form III</em>, <em>shapechange</em>, <em>undead anatomy IV</em>, and <em>vermin shape II</em>, except that the True Ancestor does not adjust its ability scores and can remain in this form until it assumes another.</p><p></p><p><strong>Child of The Moon (Su)</strong></p><p>When the moon is at least half full, the True Ancestor gains the benefit of <em>heroism</em> whenever it is outdoors at night and under the direct light of the moon. On nights of the full moon (the night that precedes it, the precise night, and the night after), the True Ancestor gains the effect of <em>greater heroism</em> and <em>augmented mythic haste</em> rather than heroism, and retains the benefit indoors.</p><p></p><p><strong>Eyes of the Ancestor (Su)</strong></p><p>A True Ancestor can see, hear, and speak through the body of a creature it has returned to life that is currently helpful toward him or one of its spawn and can communicate telepathically with it. The True Ancestor can use this ability indefinitely on one creature at a time, as long as it and the creature remain on the same plane. A True Ancestor using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action.</p><p></p><p><strong>Gaseous Form (Su)</strong></p><p>As a standard action, a True Ancestor can assume <em>gaseous form</em> at will (caster level equal to the True Ancestor’s total Hit Dice), but can remain gaseous indefinitely and has a fly speed of supersonic with perfect maneuverability.</p><p></p><p><strong>Hibernation (Ex)</strong></p><p>A True Ancestor can enter a state of voluntary hibernation. While in hibernation, it can take no actions, is helpless, and its fast healing ability ceases to function. While in hibernation, the True Ancestor’s damage reduction improves to 100/− and it gains immunity to any spell or spell-like ability that allows spell resistance as well as all divination effects. The a True Ancestor also appears dead to most observers, though a successful Heal check DC 10 + True Ancestor vampire HD + its Charisma modifier reveal its undead nature. Magical senses like lifesense or spiritsense, automatically reveal the ruse. If it is jostled or damaged while hibernating, a True Ancestor can attempt a DC 50 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 hours to awaken from hibernation. A True Ancestor can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, the True Ancestor needs only 1d3 rounds to rouse itself, with no Will saving throw necessary.</p><p></p><p><strong>Moon Jump (Su)</strong></p><p>A True Ancestor cat can leap into the open night sky and travel to the moon (or one moon of his choice if the planet has multiple moon; or, if on a moon, leap and travel back to the main planet) as a full-round action that provokes an attack of opportunity. This trip takes the True Ancestor 1d3 minutes to complete, and while jumping, the True Ancestor is considered in an alternate dimension. A True Ancestor can bring another willing creature with him when using moon jump (but the creature is not protected by any environment my find on the moon or main planet). A True Ancestor always arrive in a place of its choice on the moon (or main planet) under the open sky. If the Planet is without a moon, the True Ancestor cannot use this ability.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>The True Ancestor has Mythic Power (X/day, Surge +Y) and counts as an X-rank Mythic creature. The True Ancestor can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to 1/5 his HD and Y is the Surge suitable for the rank (minimum 10th-rank, 10/day, Surge +1d12).</p><p></p><p><strong>See Through Blood (Su)</strong></p><p>The True Ancestor when use his blood drain attack can see into a being’s past and learn his history. The target must make a Will save (DC 10 + ½ True Ancestor + his Charisma modifier) or have his entire history become known to the True Ancestor. The True Ancestor can attempt to discern an individual’s history any number of times, but each time the target successfully save against this ability, he gains, for a week, a cumulative +4 circumstance bonus on his next save against this ability. Each successful save reset the week duration. This is a mind-affecting affect but immunity against it instead give only a +8 racial bonus on the save.</p><p></p><p><strong>Telepathy (Su)</strong></p><p>A True Ancestor can communicate telepathically with any creature within 120 feet that has a language. In addition, a True Ancestor can use this ability to communicate with any creature of the nature world.</p><p></p><p><strong>Tenuous Existence (Su)</strong></p><p>A True Ancestor can pass through solid objects (like walls, doors, ceilings, and floors) using its fly speed as if they weren't there. If it end its inside a solid object, it takes 6d6 points of damage which ignore damage reduction and is shunted in the nearest open space.</p><p></p><p><strong>Vitae (Var.)</strong></p><p>A True Ancestor has the Vitae as for the antediluvian template, except that its maximum blood pool size is its HD + its Charisma modifier and the pool regain a number of points when using Blood Drain or equivalent equal to the total Constitution damage inflicted. The following vitae are improved compared to the antediluvian version:</p><ul> <li data-xf-list-type="ul"><em>Ancient Blood Sorcery (Sp):</em> The spell-like abilities of this vitae work as standard spell-like abilities and no longer require material or focus components.</li> <li data-xf-list-type="ul"><em>Bloated with the Blood of Nations (Ex):</em> Hp multiplier increased to x3.</li> <li data-xf-list-type="ul"><em>Blood Cult:</em> Creatures that gain divine spells from the vampire receive spells per day of any levels, up to the maximum they can cast.</li> <li data-xf-list-type="ul"><em>Blood for the Blood God (Su):</em> No longer allows a saving throw.</li> <li data-xf-list-type="ul"><em>Blood Rites of the Ancients (Su):</em> Activation reduced to standard action and recovers 1d8+8 blood points.</li> <li data-xf-list-type="ul"><em>Brother to Jackals, Companion to Owls (Su):</em> Maximum swarm CR increased to 15, maximum creature CR increased to 12.</li> <li data-xf-list-type="ul"><em>Curse of Eternal Sorrow (Su/Sp):</em> A creature affected by its blood drain in the last year instead of the last 24 hours.</li> <li data-xf-list-type="ul"><em>Gift of Suffering (Su):</em> 4 points version cost reduced to 3 and range become same plane, 6 points version cost reduced to 4 and range become unlimited.</li> <li data-xf-list-type="ul"><em>Resilience from Before the Flood (Ex):</em> +12 bonus to Strength and Dexterity and temporary hit points equal to ½ its maximum hit points.</li> <li data-xf-list-type="ul"><em>We Are of One Blood (Su):</em> The base range is 100 ft.+10 ft./HD. If it spends 3 blood points the range increase to 400 ft.+40 ft./HD and can exclude creatures. If it spends 5 blood points the range increase to 1,600 ft.+160 ft./HD.</li> <li data-xf-list-type="ul"><em>Unstoppable (Ex):</em> Instead of making a new saving throw, the vampire automatically terminate the effect.</li> </ul><p></p><p><strong>Abilities:</strong> Str +50, Dex +30, Int +20, Wis +20, Cha +30. As an undead creature, a True Ancestor has no Constitution score.</p><p></p><p><strong>Feats:</strong> A True Ancestor gains Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.</p><p></p><p><strong>Epic Feats:</strong> A True Ancestor gains Cat’s Fall, Improved Combat Reflexes, Improved Dodge, Mathesis, Phrenology, Sixth Sense, and Superior Initiative as bonus epic feats without need to meet their prerequisite.</p><p></p><p><strong>Skills:</strong> A True Ancestor receives a +40 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. Bluff, Perception, Sense Motive, and Stealth are always class skills for a True Ancestor.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9720884, member: 7035194"] [CENTER][B][SIZE=7]True Ancestor[/SIZE][/B][/CENTER] When the undead where first created, they were an abomination because the negative energy, destructive by nature, was used for create. The universe, as an automatic mechanism, tried to correct that error by generating a particular type of undead that was based on positive energy. The first generation of this “undead”, called True Ancestor, was enough powerful to keep up with the terrible nosferatu. Some ancient legends say that the first True Ancestor come from the Moon. [CENTER][B]Creating a True Ancestor[/B][/CENTER] “True Ancestor” is an inherited template that can be added to any living creature with an Intelligence score of 5 or more. A True Ancestor uses the base creature’s stats and abilities except as noted here. [B]Alignment:[/B] As the base creature. [B]Type:[/B] The creature’s type changes to undead. Do not recalculate base attack bonuses, saves, or skill points. [B]Senses:[/B] A True Ancestor gains blindsight +600 ft., scent, and the see in darkness special ability. [B]Armor Class:[/B] Natural armor improves by +35 and gains a deflection bonus equal to its Charisma modifier. [B]Hit Dice:[/B] Change all of the base creature’s racial HD to d8s. A True Ancestor has maximum hit points per die (like it has rolled the maximum on all the die). [B]Defensive Abilities:[/B] A True Ancestor cannot be turned or commanded; [B]DR[/B] 50/epic and silver; [B]immunity[/B] to cold, electricity, and Terrestrial Hazards; [B]resistance[/B] to acid 60, fire 60, sonic 60, and Stellar Hazards; [B]PR/SR[/B] 20 + HD; and [B]regeneration[/B] 50 (major artifacts or epic spells), in addition to all of the defensive abilities granted by the undead type. True Ancestors also gain the following defensive abilities. [B]Eternal Rejuvenation (Ex)[/B] True Ancestors, as extension and intrinsic part of the Material Plane are almost impossible to destroy. If destroyed in combat (see Part of the World) while on the Material Plane, a True Ancestor regeneration become suppressed for 1 hour and automatically merges with the nearest planet. It is completely intangible and cannot be harmed by any means while in this state. If the True Ancestor is slay on another Plane, it is completely destroyed. While forced in this state, the True Ancestor cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells) with the exception of its telepathy that can use for reach any creature that is within 120 ft. of the planet. After an hour, it regains 1 hit point, reform in a place of the planet of its choice and its regeneration resume working. A True Ancestor forced to merge with the planet is vulnerable while in this state: an [I]augmented mythic wish[/I] spell or a direct divine intervention (the very powerful request version of the [I]miracle[/I] spell worth 25,000 gp) of a deity hostile to the True Ancestor can extract forcibly the creature, which reappears at a point on the planet chosen by the caster at –1 hit points, unconscious and with its regeneration still suppressed until the hour pass. While in this state, its body must be cut in its principal parts (for a human-based True Ancestor: Arm, Arm, Leg, Leg, Upper Torso, Lower Torso, Head; for a non-human the DM is the final judge for how many pieces must be separated). Each piece must be then placed in their own containers full of (un)holy water created by a cleric of a deity hostile to the True Ancestor and made of silver (a Good or Neutral True Ancestor require unholy water, an Evil True Ancestor require holy water). While immersed, the regeneration of the True Ancestor is suppressed and it’s unconscious. If any of the part is removed from the (un)holy water, it start to regenerate again at a slow rate: after 10 rounds that the part is outside its container (even if not consecutive), the True Ancestor regains 1 hit point, reforming from the fragment and its regeneration resume working. The method to permanently destroy a True Ancestor (other than destroying them outside a planet of the Material Plane) is unique to each of them, and should be created specifically for each different True Ancestor by the GM. [B]Part of the World (Ex)[/B] Despite being an undead, a True Ancestor is based on positive energy instead of negative energy. A True Ancestor interact with positive and negative energy as a living creature (eg. cannot be damage with the use of channel positive energy against the undead and is cured with [I]cure light wounds[/I], [I]heal[/I] and the use of channel positive energy for heal the living while it’s damaged with the use of channel negative energy against the living, [I]inflict light wounds[/I], [I]harm[/I] and the use of channel negative energy for heal the undead does not cure the True Ancestor). Despite being an undead, a True Ancestor has regeneration and is not destroyed at 0 hit points: a True Ancestor become staggered while at 0 or negative hit points. The True Ancestor is destroyed only if it start its turn at 0 or less hit points and its regeneration is suppressed. A True Ancestor cannot be transported outside the Material Plane against its will in any way, even [I]wish[/I] or [I]miracle[/I] fail (this apply even when cut and separated, see eternal rejuvenation). [B]Will of the Moon (Ex)[/B] A True Ancestor gains a bonus equal to its Charisma bonus (if any) on all saving throws. This does not stack with similar abilities that add the Charisma as untyped bonus to saving throws like the divine grace of the paladin or the towering ego of the mesmerist. Also, a True Ancestor cannot be turned or commanded and is immune to all forms of mind control and possession (like [I]charm monster[/I], [I]confusion[/I], [I]magic jar[/I], [I]suggestion[/I], and [I]dominate monster[/I] spells). Even if they can overcome a normal immunity (like for the ability of some Portfolio), they can overcome Will of the Moon only if the source is at least two divine tier (intermediate deity, greater deity, elder one, etc.) higher than the True Ancestor (a True Ancestor always count at least as a Lesser Deity for this). [B]Speed:[/B] All the True Ancestor movement increase to 600 ft. if less. If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If the base creature lacks a climb or a land speed speeds, the True Ancestor gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the True Ancestor gains both at a speed equal to ½ its highest speed. The True Ancestor also gains a fly speed of supersonic (6,710 ft. = 1,342 squares) if it cannot already fly. Its maneuverability class becomes perfect. Flight gained by application of this template is supernatural in nature. [B]Attacks:[/B] The True Ancestor gains a bite and a slam attack if the base creature didn’t have any (1d8 points of damage for a Small creature, 2d6 points of damage for a Medium one). [B]Special Attacks:[/B] True Ancestors also gain the following special attacks. Saves DCs are Charisma-based unless otherwise specified. [B]Aura of the Moon (Su)[/B] When a creature enter in an area of 120 ft. of a True Ancestor and can perceive it in any way, his attitude toward the True Ancestor improve by two steps as if the True Ancestor made a Diplomacy check for improve the attitude that exceed the DC of 5. A Will save negate this effect. A creature can be exposed to this aura only once per day. This ability ignore the racial immunity to mind-affecting of the undead type. This is a mind-affecting effect. [B]Assimilate by the Moon (Su)[/B] A True Ancestor gains one aspect of a defeated opponent that is more powerful than what him already possess. The True Ancestor must have personally defeated the opponent (he must take the majority beneficiary of any EXP gained from the opponents defeat for this power to take effect). This assimilation include ability scores: ex: If he defeat an opponent with a higher wisdom score than himself, he can gains his strength score. eg. Brunestune, with Wisdom 29 (16 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement) defeat Zelretch, with Wisdom 36 (24 base + 6 enhanced + 2 inherent + 2 sacred + 2 level advancement). Brunestune chose to absorb his Wisdom and now has Wisdom 35 (24 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement). Defensive abilities like resistance, immunity, spell resistance, etc. Special attack like pounce, trample, etc. Lastly it includes powers and abilities. The True Ancestor can gains one the defeated enemy mortal, divine, cosmic, etc., even class abilities. [I]Special:[/I] In the likely event of any ambiguity over what exactly can be gained, the GM has the final say. [B]Blood Drain (Ex)[/B] A True Ancestor can suck blood from an opponent; if the True Ancestor succeed a bite attack, it drains blood, dealing 2d6 points of Constitution damage. If the True Ancestor establish or maintains a pin, the damage increase to 2d8. The True Ancestor heals 30 hit points or gains 30 temporary hit points for 24 hours hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. [B]Blood Omen (Su)[/B] A number of times per day equal to its Charisma modifier, but no more than once every 1d4 rounds, as a standard action that provoke attack of opportunity, a True Ancestor can drain blood from all opponents within 120 feet. Each foe must succeed at a Fortitude saving throw or be affected by the True Ancestor’s blood drain ability (not the pinned version). The True Ancestor gains the normal benefits of all blood drained in this manner. [B]Create Follower (Su)[/B] As a standard action, the True Ancestor can cause a willing creature within 30 feet to die and be immediately reincarnated into a new body. The creature is slain and immediately brought back to life with the spell [I]reincarnate[/I], except that the starting attitude of the creature toward the True Ancestor shift to helpful. In addition, once per day as a standard action a True Ancestor can restore a creature to life as [I]reincarnate[/I], except that the target must have been dead less than 1 day per HD of the True Ancestor and can have been killed by a death effect. As with any effect that restores life to a creature, the reincarnating creature can choose not to be reincarnated if it wishes, but if it does allow the effect to happen, it returns to life at full capacity, as if restored via [I]true resurrection[/I] in a new body (as above the starting attitude of the creature toward the True Ancestor shift to helpful). The new form granted by Create Follower can be any form within one size category of the dead creature’s original size—the exact form of this new body is chosen by the True Ancestor. Use the results listed for the [I]reincarnate[/I] spell as guidelines for determining the new body’s physical ability score adjustments. [B]Create Spawn (Su)[/B] A True Ancestor can create spawn out of those it slays with blood drain (but not blood omen) or energy drain, provided that the slain creature is a living sentient creature with an Intelligence score of 5 or higher. The victim rises from death as an antediluvian vampire with the redeemer subtype in 1 day (the vampire does not gain the template usual alignment). This antediluvian vampire is under the command of the True Ancestor that created it, and remains enslaved until its master’s permanent destruction. A True Ancestor can have an unlimited number of spawn under its control. An antediluvian vampire enslaved to its creator may create and enslave spawn of its own; thus, a True Ancestor can indirectly control a large number of lesser vampires. A True Ancestor may voluntarily free an enslaved antediluvian vampire, but once freed, the former spawn cannot be enslaved again. Also, when one of this antediluvian vampires cast [I]animate dead[/I], [I]create undead[/I] or any other spells / effect that create or summon an undead creature (including create spawn), that spell/effect lose the evil descriptor (if any), and the undead created/summoned gain the redemeer subtype and lose (if any) the evil subtype, replacing it with the good subtype. [I]Redeemer (Subtype)[/I] An undead with the redemeer subtype has all the normal characteristics of a normal undead with the following difference. A redemeer undead can have any alignment, they are grey creature like the mortal living creatures. If the redemeer undead is a created undead, it has the same alignment (if any) it has in life. Otherwise (or if it summoned) it has the same alignment of a normal undead of the same type but with the evil component of the alignment substituited with good (a summoned redemeer wraith is LG. A redemeer undead is based on positive energy instead of negative energy: it interract with positive and negative energy as a living creature. A cure spell or channel positive energy (heal living) heal the redemeer undead while inflict and channel negative energy (damage living) damage it. A channel positive energy (damage undead) or channel negative energy (heal undead) has no effect on the redemeer undead. [B]Dominate (Su)[/B] A True Ancestor can crush an opponent’s will as a standard action. Anyone the True Ancestor targets must succeed on a Will or fall instantly under its influence as though by an [I]enslave[/I] epic spell (caster level equals True Ancestor’s HD). If the creature succeed, it become immune from the dominate attack from the same True Ancestor for 24 hours. Once the control is established, only the death of the True Ancestor, [I]mythic wish[/I] or the direct intervention of a deity (the very powerful request version of the [I]miracle[/I] spell worth 25,000 gp) can break this control. The True Ancestor can release any number of controlled creature as a free action. The ability has a range of 120 feet and is a mind-affecting effect. [B]Dried by the Moon (Su)[/B] A creature hit by a True Ancestor’s natural weapon or melee weapon gains 4 permanent negative levels. A successful Fortitude save negate the effect. This count and work as energy drain. [B]Eclipse (Su)[/B] A True Ancestor under the open sky can once per day blot out the power of the sun in a 10-miles radius as a move action, forcing the moon to rise. In this area, for 12 hours, the light level drop to dim light unless already lower as a full moon rise in the sky. This count as a natural full moon for all effects (like the child of the moon ability or the lycanthrope template). If the Planet is without a moon, the True Ancestor cannot use this ability. [B]Mist Shapes (Su)[/B] A True Ancestor can summon and sculpt mist into realistic shapes as the [I]mirage arcana[/I] spell (CL equal to the True Ancestor’s total Hit Dice). A shape created in this way lasts for as long as the True Ancestor can see and concentrate upon it and for 24 hours thereafter. [B]Servant of the Moon (Su)[/B] A True Ancestor can command the lesser creatures of the world. Once per hour, a True Ancestor can call forth 6d6 creatures with a CR of 10 or less native to the Material Plane as a standard action. Once per day, the True Ancestor can use this ability to call forth 2d8 creatures with a CR of 20 or less native to the Material Plane. Summoned creatures arrive in 2d6 rounds and serve the True Ancestor for up to 1 hour. [B]Vengeful Gaze of the Moon (Su)[/B] A True Ancestor is identified by a pair of shining red eyes. As a standard action, the True Ancestor can focus its stare on one creature in line of sight. That creature suffer 2d6 damage per HD of the True Ancestor. A successful Fortitude save reduce the damage to equal the True Ancestor HD. This ability ignore the racial immunity against Fortitude save of construct and undead. If the attack slays the target (even if he succeed the save), it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). The only way to restore life to a character who was slain this effect is to use [I]true resurrection[/I], a carefully worded [I]wish[/I] spell followed by [I]resurrection[/I], or [I]miracle[/I]. [B]Telekinesis (Su)[/B] As a standard action, a True Ancestor can use [I]telekinesis[/I] (CL equal to the True Ancestor’s total Hit Dice) without the maximum weight limit of 375 pounds at 15th level. [B]Spell-like Abilities: Constant[/B]—[I]mind blank[/I], [I]true seeing[/I], [I]unseen servant[/I] [B]At-will[/B]—[I]astral projection[/I], [I]deeper darkness[/I], [I]destruction[/I], [I]dream[/I], [I]fog cloud[/I], [I]dimension door[/I], [I]greater dispel magic[/I], [I]greater teleport[/I], [I]haste[/I], [I]overwhelming presence[/I], [I]plane shift[/I], [I]soul bind[/I], [I]storm of vengeance[/I], [I]wail of the banshee[/I], [I]weird[/I] [B]3/day[/B]—[I]eclipse[/I] [E], [I]energy drain[/I], [I]freedom[/I], [I]greater spell immunity[/I], [I]implosion[/I], [I]massacre[/I], [I]time stop[/I], [I]wish[/I] (only to duplicate cleric/oracle or sorcerer/wizard spells) [B]1/day[/B]—[I]dreamscape[/I] [E], [I]interplanetary teleport[/I], [I]momento mori[/I] [E], [I]nailed to the sky[/I] [E], [I]safe time[/I] (self only) [E], [I]soul dominion[/I] [E], [I]time duplicate[/I] [E], [I]true resurrection[/I], [I]wish[/I] Caster level equals True Ancestor’s total Hit Dice. All DCs are Charisma-based. [B]Special Qualities:[/B] The True Ancestor retains all the base creature’s special qualities and gains those described here. [B]Archetype (Ex)[/B] A True Ancestor is able to manipulate its own gravity. It can balance on any (liquid or solid) objects that could not naturally support its weight such as water or flimsy tree branches. The True Ancestor can walk up walls or on ceilings as if they were floors. This is not climbing in the sense that it must hang on, instead the wall or ceiling becomes its new gravity. Also, when a True Ancestor cast [I]animate dead[/I], [I]create undead[/I] or any other spells / effect that create or summon an undead creature, that spell/effect lose the evil descriptor (if any), and the undead created/summoned gain the redemeer subtype and lose (if any) the evil subtype, replacing it with the good subtype. [B]Change Shape (Su)[/B] As a standard action, a True Ancestor can assume the shape of any kind of creature. This ability otherwise functions as [I]aberrant form III[/I] [Gothic Campaign Compendium of the Legendary Games], [I]fey form IV[/I], [I]geniekind[/I], [I]greater proxy aspect[/I] [Legendary Oracle of the Legendary Games], [I]magical beast shape[/I], [I]monstrous physique IV[/I], [I]ooze form III[/I], [I]shapechange[/I], [I]undead anatomy IV[/I], and [I]vermin shape II[/I], except that the True Ancestor does not adjust its ability scores and can remain in this form until it assumes another. [B]Child of The Moon (Su)[/B] When the moon is at least half full, the True Ancestor gains the benefit of [I]heroism[/I] whenever it is outdoors at night and under the direct light of the moon. On nights of the full moon (the night that precedes it, the precise night, and the night after), the True Ancestor gains the effect of [I]greater heroism[/I] and [I]augmented mythic haste[/I] rather than heroism, and retains the benefit indoors. [B]Eyes of the Ancestor (Su)[/B] A True Ancestor can see, hear, and speak through the body of a creature it has returned to life that is currently helpful toward him or one of its spawn and can communicate telepathically with it. The True Ancestor can use this ability indefinitely on one creature at a time, as long as it and the creature remain on the same plane. A True Ancestor using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action. [B]Gaseous Form (Su)[/B] As a standard action, a True Ancestor can assume [I]gaseous form[/I] at will (caster level equal to the True Ancestor’s total Hit Dice), but can remain gaseous indefinitely and has a fly speed of supersonic with perfect maneuverability. [B]Hibernation (Ex)[/B] A True Ancestor can enter a state of voluntary hibernation. While in hibernation, it can take no actions, is helpless, and its fast healing ability ceases to function. While in hibernation, the True Ancestor’s damage reduction improves to 100/− and it gains immunity to any spell or spell-like ability that allows spell resistance as well as all divination effects. The a True Ancestor also appears dead to most observers, though a successful Heal check DC 10 + True Ancestor vampire HD + its Charisma modifier reveal its undead nature. Magical senses like lifesense or spiritsense, automatically reveal the ruse. If it is jostled or damaged while hibernating, a True Ancestor can attempt a DC 50 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 hours to awaken from hibernation. A True Ancestor can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, the True Ancestor needs only 1d3 rounds to rouse itself, with no Will saving throw necessary. [B]Moon Jump (Su)[/B] A True Ancestor cat can leap into the open night sky and travel to the moon (or one moon of his choice if the planet has multiple moon; or, if on a moon, leap and travel back to the main planet) as a full-round action that provokes an attack of opportunity. This trip takes the True Ancestor 1d3 minutes to complete, and while jumping, the True Ancestor is considered in an alternate dimension. A True Ancestor can bring another willing creature with him when using moon jump (but the creature is not protected by any environment my find on the moon or main planet). A True Ancestor always arrive in a place of its choice on the moon (or main planet) under the open sky. If the Planet is without a moon, the True Ancestor cannot use this ability. [B]Mythic (Ex)[/B] The True Ancestor has Mythic Power (X/day, Surge +Y) and counts as an X-rank Mythic creature. The True Ancestor can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to 1/5 his HD and Y is the Surge suitable for the rank (minimum 10th-rank, 10/day, Surge +1d12). [B]See Through Blood (Su)[/B] The True Ancestor when use his blood drain attack can see into a being’s past and learn his history. The target must make a Will save (DC 10 + ½ True Ancestor + his Charisma modifier) or have his entire history become known to the True Ancestor. The True Ancestor can attempt to discern an individual’s history any number of times, but each time the target successfully save against this ability, he gains, for a week, a cumulative +4 circumstance bonus on his next save against this ability. Each successful save reset the week duration. This is a mind-affecting affect but immunity against it instead give only a +8 racial bonus on the save. [B]Telepathy (Su)[/B] A True Ancestor can communicate telepathically with any creature within 120 feet that has a language. In addition, a True Ancestor can use this ability to communicate with any creature of the nature world. [B]Tenuous Existence (Su)[/B] A True Ancestor can pass through solid objects (like walls, doors, ceilings, and floors) using its fly speed as if they weren't there. If it end its inside a solid object, it takes 6d6 points of damage which ignore damage reduction and is shunted in the nearest open space. [B]Vitae (Var.)[/B] A True Ancestor has the Vitae as for the antediluvian template, except that its maximum blood pool size is its HD + its Charisma modifier and the pool regain a number of points when using Blood Drain or equivalent equal to the total Constitution damage inflicted. The following vitae are improved compared to the antediluvian version: [LIST] [*][I]Ancient Blood Sorcery (Sp):[/I] The spell-like abilities of this vitae work as standard spell-like abilities and no longer require material or focus components. [*][I]Bloated with the Blood of Nations (Ex):[/I] Hp multiplier increased to x3. [*][I]Blood Cult:[/I] Creatures that gain divine spells from the vampire receive spells per day of any levels, up to the maximum they can cast. [*][I]Blood for the Blood God (Su):[/I] No longer allows a saving throw. [*][I]Blood Rites of the Ancients (Su):[/I] Activation reduced to standard action and recovers 1d8+8 blood points. [*][I]Brother to Jackals, Companion to Owls (Su):[/I] Maximum swarm CR increased to 15, maximum creature CR increased to 12. [*][I]Curse of Eternal Sorrow (Su/Sp):[/I] A creature affected by its blood drain in the last year instead of the last 24 hours. [*][I]Gift of Suffering (Su):[/I] 4 points version cost reduced to 3 and range become same plane, 6 points version cost reduced to 4 and range become unlimited. [*][I]Resilience from Before the Flood (Ex):[/I] +12 bonus to Strength and Dexterity and temporary hit points equal to ½ its maximum hit points. [*][I]We Are of One Blood (Su):[/I] The base range is 100 ft.+10 ft./HD. If it spends 3 blood points the range increase to 400 ft.+40 ft./HD and can exclude creatures. If it spends 5 blood points the range increase to 1,600 ft.+160 ft./HD. [*][I]Unstoppable (Ex):[/I] Instead of making a new saving throw, the vampire automatically terminate the effect. [/LIST] [B]Abilities:[/B] Str +50, Dex +30, Int +20, Wis +20, Cha +30. As an undead creature, a True Ancestor has no Constitution score. [B]Feats:[/B] A True Ancestor gains Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats. [B]Epic Feats:[/B] A True Ancestor gains Cat’s Fall, Improved Combat Reflexes, Improved Dodge, Mathesis, Phrenology, Sixth Sense, and Superior Initiative as bonus epic feats without need to meet their prerequisite. [B]Skills:[/B] A True Ancestor receives a +40 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. Bluff, Perception, Sense Motive, and Stealth are always class skills for a True Ancestor. [/QUOTE]
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