Vampire Deity - Rastaniel

Clay_More

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A finished Vampire, using the 1 St. Generation Vampire Template

Rastaniel Thitarios
Medium-sized Asmodai / 1 St. Generation Vampire
39 Th. level Wizard : Neutral-Good

Strength: 41 +15
Dexterity: 50 +20
Constitution: -- --
Intelligence: 54 +22
Wisdom: 47 +18
Charisma: 60 +25

AC: 97 Flat-footed: 55 Touch: 72
Hit Points: 1127
Fortitude Saving Throw: +42
Reflex Saving Throw: +37
Will Saving Throw: +41
Initiative Modifier: +24
Movement: 360 ft. Burrow 120 ft. Fly 360 ft. (Perfect)

Claw: +36 / +36 / +31 / +26 / +21
Dam: 4d12+15 - 19-20 / x2
Energy Drain: 2d8 points of strength, drain lasts 40 hours

Skills: Alchemy +64, Appraise +40, Balance +36, Bluff +34, Concentration +67, Diplomacy +46, Disguise +37, Escape Artist +34, Gather Information +46, Heal +39, Hide +54, Intimidate +46, Jump +33, Knowledge [Arcana] +64, Knowledge [Nature] +44, Knowledge [The Planes] +64, Knowledge [Undead] +64, Knowledge [Tactics] +38, Listen +65, Move Silently +67, Profession [Herbalist] +60, Ride +39, Scry +64, Search +69, Sense Motive +65, Spellcraft +74, Spot +65, Tumble +37, Wilderness Lore +37

Feats: Improved Initiative, Alertness, Dodge, Combat Reflexes, Flyby Attack, Weapon Focus (Claw), Improved Critical (Claw), Run, Great Fortitude, Quicken Spell, Extend Spell, Maximise Spell, Empower Spell, Persistent Spell, Spell Penetration, Greater Spell Penetration, Combat Casting, Craft Wondrous Item, Forge Ring, Scribe Scrolls

Epic Feats: 3x Automatic Quicken, Epic Spellcasting, 2x Improved Metamagic, Epic Spell Penetration, Forge Epic Ring, Craft Epic Wondrous Items, Improved Combat Casting, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Intensify Spell

Spells pr. day: 4 / 10 / 9 / 9 / 9 / 9 / 8 / 8 / 8 / 8 / 7
DC: 32 + Spell Level

Special Attacks: Blood Drain, Desire To Die
Special Qualities: Undead, Ancient, SR 50, DR 50/+8, Fast Healing 25, Immunities, Spider Climb, Invisibility, True Seeing, Alternate Form, Spawn Sight, Spawn Teleport, Calculating Mind, Sense Vampires, Immune to Turning.

VP: 375
Vampiric Gifts – Lesser: Blood Consumption, Blood Healing, Mind Gift, Lesser Unholy Speed, Greater Unholy Speed.
Vampiric Gifts – Greater: Greater Blood Healing, Spell Magnification, Ability Absorption

Blood Drain: Rastaniel can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 3d12 points of permanent Constitution drain each round the pin is maintained.
Desire to Die (Su): Rastaniel can order any living creature to end it’s own life. The targeted creature must be within range of sight from Rastaniel. If the creature fails it’s will saving throw against a DC of 67, it performs a Coup de Grace on itself the following round with automatic success. It is still vulnerable to spells and effects, so the creatures allies can either grapple the creature or use some sort of paralysing magic to keep it from slaying itself.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Ancient (Ex): All Ancient creatures receive a +20 bonus to their Armor Class against non-ancient creatures. They are also immune to all mind-influencing effects and spells.
Immunities: Rastaniel is immune to Acid, Cold, Electricity and Fire
Spider Climb (Su): Rastaniel can climb sheer surfaces as though with a spider climb spell.’
Invisibility (Su): At will, Rastaniel can become invisible as per the spell invisibility. He cannot cast spells and attack while invisible.
True Seeing (Su): Rastaniel is able of seeing all that is hidden, giving him the ability to see as with the wizard version of True Seeing. This ability is permanent and cannot be turned of. The ability doesn’t work when the sun is up.
Alternate Form (Su): Rastaniel can assume the shape of a hawk, cheetah or leopard. This ability is similar to a polymorph self spell cast by a 12 th. Level sorcerer. Rastaniel can choose between all the different forms, but most return to vampire form in order to change to another form. He can change form as often as he desires, yet he cannot change form when the sun is up.
Spawn Sight (Su): The ancient vampire can see through the eyes and hear through the ears of any Vampires he has created. This even works if his minion is sleeping, unconscious or on another plane.
Spawn Teleport (Su): At will, Rastaniel can automatically teleport himself to any location where one if his minions are, as defined in Spawn Sight. It takes one round for Rastaniel to materialise. The old vampire can Spawn Teleport as much as he desires.
Calculating Mind (Ex): The ancient vampires are able of calculating the actions of its opponents through its superior intelligence and its natural speed. Thus, it adds its intelligence modifier to it’s AC.
Sense Vampire (Ex): Rastaniel can sense any other vampire within 2000 ft. of himself, even if they are invisible, on the other side of a wall or polymorphed. Rastaniel can though only sense vampires of lower Vampiric level than himself. He cannot sense vampires that are on another plane, like the ethereal or astral planes.
Immune to Turning (Su): Rastaniel is completely immune to turning, even though he is undead.


Rastaniel is the leader of the Vanquishers of Blood and is considered a demi-god by many. I made this mostly to test the template.
 
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He's one of the Asmodai vampires, they became vampires along with the Drauch (in my campaign) but are actually good creatures and were thus able of resisting the taint of evil. But, they are outnumbered 1 to 100 be evil vampires :)
But the most powerful vampires are still the good ones (but there's 7 first generation evil vampires alive against 4 good first generation vampires).

Edit: Oh yeah, notice his attack bonus vs. his AC....
 
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You are aware that he has one to many claw attacks, right? The maximum number of attacks someone can have (unless they are a monk, btw) with one weapon, wether it is natural or not, is four. :D

That's some mighty high AC he's got there.
 

Well, he's got two hands right? Well, ill just change if its wrong... then....

Anyways, yeah, AC is pretty high. He would have no chance of hitting himself :)
Ancient gives +20, Natural Armor +25, Dexterity +20, Calculating Mind +22... it all adds up
 

then the entry should be:

Attacks:2 claws +36/+31/+26/+21 melee.

to be correct. (note that it gives him no less than eight! attacks)

Later,
 



Well, would you think that it is befitting of a vampire to have eight attacks? Off course, in the case of Rastaniel, it doesn't matter since his base attack is so low, but it would matter alot on a fighter or monk vampire.
Hey, you heard that I finally got the Vampire PDF from Dionysis? Its actually kinda kewl, since alot of the stuff has been put into tables.
Craig Cochrane helped out a bit on the CR evaluating, and found that the 1 st. generation template actually is +56 CR... but thats using a slightly different CR system where the CR levels out a bit at the high end (that means, a CR 40 monster might be suitable opposition for a lvl 30 party, etc). So, Rastaniels CR stil eludes me :)
 

Well, if you have access to Savage Species there is a revised CR calculation table in it. (I got mine today! Huzzah!!! :D)

Later,
 

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