Vampire Template for new campaign

AllenDM

First Post
New to the board but I have enjoyed all the great information posted. Thanks!

This template is for a new campaign setting. Based on the 30 Days of Night vampire, Blade, and Trueblood...

I would greatly appreciate feedback on it and suggestions.

Dark Earth Vampire

Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves. There teeth become pointed and razor sharp and their finger nails also extend into very sharp points; their skin takes on a paler tint as well.
The thirst for the taste of blood and more specifically human blood drives them especially at the younger stages of their unlife. Fledgling and young vampires don’t waste time with tactics or long term strategic planning their sole purpose is to survive, feed, and find shelter from the daylight they learn to hate. Old vampires, middle to senior, are vastly different as they have gained wisdom and knowledge through out their long lives and they often scheme and plot elaborate plans on a much larger scale using their packs to murder whole communities. Elder vampires are even more dangerous and there is unconfirmed reports that a council of elder vampires control all of the known vampires. Some even say that most packs will actually behead their victims and let the bodies lay in the sun so that they have no competition in their hunting grounds. Vampires have managed to keep their existence secret since the fall of mankind and the elder and senior vampires go to great lengths to make sure that remains in place to allow their kind to hunt with out any real repercussions.
Vampirism is a virus that is spread through bite, scratch, or blood getting into a wound, mouth, eye, or any means that will allow it contact with a victims body fluids. Infection is almost immediate.
Vampires speak any languages they knew in life.
This vampire is based on the Nosferatu of the 30 Days of Night movie.
Creating A Vampire

"Vampire" is an acquired template that can be added to any human.
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type

The creature’s type changes to undead (augmentedhumanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice

Increase all current and future Hit Dice to d12s.
Speed

Vampires move faster than normal humans add +15 to their base movement.
Armor Class

The base creature’s natural armor bonus improves by +5.
Attack

A vampire retains all the attacks of the base creature and also gains a Claw/Claw and a Bite attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its Claw/Claw or Bite attack. The vampire has a choice they can use their base attack, Claw/Claw, or Bite attack. The bite attack requires a successful grapple and the damage is bite (human 1d4 points of damage and bleeding wound as well as a chance for the vampire infection).
Claw/Claw is the primary natural weapon and bite is the secondary (-5 to Attack bonus) for fledglings and young vampires. See table below for further details.
Any successful claw or bite wound requires an immediate Fortitude saving throw see special attacks below.
Full Attack

A vampire fighting without weapons uses either its Claw/Claw or Bite attack (see above) as a natural weapons. If armed with a weapon, it usually uses the weapon as its primary attack along with one claw attack as a natural secondary attack. The bite attack is initiated with a grapple attack. If successful the vampire makes an immediate bite attack.

Size


Damage

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium

1d6

Large

1d8

Huge

2d6

Gargantuan

2d8

Colossal

4d6


Damage

Vampires have Claw/Claw (see table above) attacks or the Bite attack use the size modifier one step down (EXAMPLE: Human is a medium so their claw attack is 1d6 but their bite attack is 1d4. If the base creature does not have this attack form, use the appropriate damage value from the table above according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Special Attacks

A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ vampire’s HD + Age modifier unless noted otherwise.
Blood Drain (Ex)

A vampire can suck blood from a living victim by ripping open the victim’s throat with its bite attack by making a successful grapple check and bite attack. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained via a successful grapple check (no bite attack is required after a successful bite attack is made). On each such successful attack, the vampire gains 5 temporary hit points. Once a bite occurs the vampire only needs to make a successful touch attack (grapple) to resume feeding.

Bleeding Wound (Ex)

Because the tearing wound of the vampire is at the throat or a major artery if a successful bite occurs and the victim manages to break the grapple they still take 1 point of constitution damage each round until the wound is healed. If multiple bites occur multiple wounds occur. It is not uncommon for a gang or pack of vampires to make multiple bites on a victim.
Sonic Attacks

Vampires have a screech that attacks as a sonic attack. All victims within 30 feet must make a WILL SAVE (DC15 + Age Modifier). If they fail they are immediately Shaken for 1d3 rounds. If a person saves they are immune to the effect for the rest of the encounter.
Shaken: a shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.


Frightened: a frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear. Young Vampires have more control over their vampire screech.
Panicked: a panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened. Senior vampires have mastered the vampire screech. Not only does it panic humans and animals it can altered to Frighten younger vampires. An Elder Vampire can alter theirs to Panic younger vampires.
Fledgling vampires will often begin screeching as they are born although the sonic attack has no real affect it can unnerve nearby animals and the screech is almost unbearable to listen to.
Create Spawn (Su)

A human slain by a vampire’s natural attack rises as a vampire 1d6 rounds later. Within 1d6 turns an newly created vampire will fall into a Blood Lust. (see below in Vampire Weakness)
A victim that is clawed or bitten by a vampire must make a Fortitude Saving throw to not be infected by the Vampire Virus (injury) DC25 + Age Modifier. When combat is finalized every human in melee combat with a vampire must also roll one final Fortitude Saving throw to check to see if they got any of the infected blood in a wound, or orifice as it is highly infectious.

DC16 + Age Modifier of oldest vampire in combat with.
If ingested or injected directly into the blood: DC25 + Age modifier.
Vampire Blood can be used as a poison (infection) as long as it is fresh (has not begun to dry). Once dry it begins to turn to dust and has a foul smell of rotten eggs.
When a character is injured by a contaminated attack, any open wound or orifice touches an item smeared with the vampire blood, or consumes blood-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the virus has no effect—his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Three successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage.
These Fortitude saving throws can be rolled secretly so that the player doesn’t know whether the disease has taken hold.
Disease
Infection

DC

Incubation
Damage
1. DC if injected directly into the blood is DC25 + Age Modifier
2. Need three saving throws in row to overcome virus.
Vampire Virus
Injured/Ingested

25/16 (+ age modifier)

1 hour
1d4 Con Damage


If the victim overcomes the vampire virus he no longer ever needs to save against it as his body is immune to it. If a senior or elder vampire finds out a human is immune to vampirism there is a high chance that they attempt to kill him and any one that knows of the existence of vampires.
Once the disease sets in the victims pupils will begin to turn black, his finger and toe nails will yellow, thicken and elongate as they become sharp. In the latter stages as the victim nears his death and begins fully converting to becoming a vampire his teeth will alter to become sharp and his facial features will alter to become more feral as their skin becomes more pale.
Special Qualities

A vampire retains all the special qualities of the base creature and gains those described below.
Scent

This extraordinary ability lets a vampire detect approaching enemies and prey, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents of blood and flesh can be easily detected by a vampire at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Vampires with the scent ability can identify familiar odors just as humans they have been near or feed upon.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Damage Reduction (Su)

A vampire has damage reduction 5/sun (daylight) and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex)

A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically falls limp but is not dead. In its fallen state the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Resistances (Ex)

A vampire has resistance to cold 10 and electricity 10.
Turn Resistance (Ex)

A vampire has +5 turn resistance.
Abilities

Increase from the base creature as follows: Str +5, Dex +6, Int - , Wis -, Cha -2. As an undead creature, a vampire has no Constitution score.
Skills

Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, Climb and Spot checks. Otherwise same as the base creature.
Feats

Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment

Any, usually same as base creature.
Organization

Solitary, pair, gang (3-5), pack (1 senior and 2-3 middle, 3-8 young or fledgling)
Challenge Rating

Same as the base creature +2.
Treasure

Double standard.
Alignment

Chaotic evil. (elders and seniors can be Neutral Evil)
Advancement

By character class.
Level Adjustment

Same as the base creature +6.
Vampire Weaknesses

For all their power, vampires have a number of weaknesses.
Repelling a Vampire

Daylight or any sort of natural lighting will repel a vampire unless they make a WILL SAVE to bypass their natural fear of the SUN DC25 they can add their Age Modifier to their roll.
Fledgling and junior vampires will panic until they get away from the sun or daylight and 1d3 rounds after words. Middle and Senior vampires will become frightened as above instead of panicking. Elder Vampires will only become Shaken and will immediately recover once they are safely away from the sun or daylight.
Blood Lust
All vampires have a weakness from the virus called Blood Lust. Fledgling are the most susceptible to it and as a vampire ages they gain control over it.
Newborn Vampire – Blood Lust with in 1d6 turns of becoming a vampire. If they fail their Will Save the need to feed overcomes them and they will seek out the first human, animal, or whatever they find that gives the sent of blood and feed on it no matter what happens. At first they will notice they smell the flesh and scent of living beings easily, then the blood, then the scent of that blood will become an overwhelming attraction that will begin to work into an insatiable hunger.
Blood Lust DC 10 (+1 to DC every hour there after until they feed) and this lust happens after every 24 hours of feeding. A
Vampires as they gain age modifiers add this to their Will Save roll.
If a vampire is placed in a secure location or bound in a way that does not have the ability to sat this desire they will go mad and will become a BLOOD LUSTED Vampire until they have feed on a number of victims equal to their hit dice plus their age modifier. They will not consider tactics, strategy, or even their own well being until this lust is filled completely.
Slaying a Vampire

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Removing the head of the vampire will kill it (not allow it to FAST HEAL). Burning the body to ashes or placing the vampire into direct sunlight (noted above) will also kill it (not allow it to FAST HEAL). However if the ashes are not properly disposed of (thrown into running water is the best way or let the ashes be taken by a strong gust of wind to so that they are separated). If there is at least 30% of the vampire’s ashes remaining any contact with blood will begin a regeneration process. The ashes need at least 5hp of blood and once that occurs the ashes will begin to reform. It takes the vampire 1d4 days to begin reforming and once the ashes reform into a body the vampire will be 0 hp and will begin FAST HEALING. A vampire that has had its head separated will begin to decompose quickly and within 1 hour the entire body will crumble into dust. At any time the head is placed near the neck it will begin to heal and with in one turn the vampire will go to 0 hit points.
Vampire States
Fledgling
Newly created

Young
Over 20 years old
Sonic Attack: Frightened 1d3 rnds; Age Mod +2
Middle
Over 100 years old
Dominate (Su); Bite is also considered a primary weapon. Age Mod +4
Senior
Over 300 years old
Sonic Attack: Panicked 1d3 rnds; Age Mod +6; Rage
Elder
Over 600 years old
Make Claw/Claw and Bite (3 attacks all primary); Age Mod +8; Disguise Self


Dominate (Su)

A Middle vampire can crush an opponent’s will just by looking into his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 13th (DC14+ age modifier)).

Disguise Self (Su)
A Elder vampire can alter his appearance so that he appears as if where in his original human form. There will be no appearance of his actual vampire traits. This is the same as Disguise Self spell and the Will Save against the glamour is DC11 + Vampire HD + Age Modifier (+8) cast at 13th .

Vampire Rage (Su)
A Senior or elder vampire can screech in a way to insight a rage like the Rage spell cast at 13th level with the exception that it only affects vampires in the area of effect. Every vampire in the area will immediately go into a rage (almost like a blood lust).

 
Last edited:

log in or register to remove this ad

Can some one point me to the Upper Krust CR Guide

I have looked at Sylrae's Vampire template, which I happen to like a great deal, and noticed a comment about a "Upper Krust CR Guide". Is there a link to this manual and is it a PDF or hard copy manual?

I am going to start cleaning this vampire template up but I would really like some feed back.

Thanks so much!
 

Remove ads

Top