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Vampyr
Vampyrs are rare creations resulting from the union of two half-vampires of the same kind. Vampyrs are drawn to other living creatures, preferring to live in large communities. Vampyrs are often physically attractive and persuasive. Their skin is pale, even ashen in color.
Vampyrs sometimes embrace their vampirism, delving into evil; others resent their vampiric taint and search to do good as repentance. Most vampyrs simply accept their nature and seek to live as others do.
CREATING A VAMPYR
“Vampyr” is an inherited template that can be added to any humanoid or monstrous humanoid (hereafter referred to as the base creature). The creatures’s size and type do not change.
A vampyr uses all the base creature’s statistics and special abilities except as noted here.
Armor Class: A vampyr’s natural armor bonus improves by 4.
Attack and Damage: A vampyr retains all the attacks of the base creature and also gains a slam attack as appropriate for its size. Table available on page 252 of the Monster Manual.
Special Attacks: a vampyr retains all the special attacks of the base creature and gains the blood drain ability described below.
Blood Drain (Ex): Vampyrs can suck blood from a living victim with their retractable fangs by making a successful grapple check. If the vampyr pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained. A vampyr can’t drain more points of constitution in a single hour than its constitution score. When a vampyr drains a victim’s constitution score, it gains 5 temporary hit points. Temporary hit points last for up to one hour.
Special Qualities: A vampyr retains all the special qualities of the base creature and also gains those described below.
Blood Dependency (Ex): If a vampyr does not use its blood drain special attack against at least one living creature each day, it must make a DC 10 Fortitude save or become fatigued. Each day after the first that the vampyr does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, , it must make a DC 15 Fortitude save each week (with the DC increasing by 1 each week thereafter) That it does not use its blood drain ability or become exhausted. Using its blood drain ability eliminates a vampyr’s fatigue immediately, or reduces exhaustion to fatigue.
Dammage Reduction (Su): A vampyr has damage reduction 10/silver.
Fast Healing (Ex): A vampyr heals 2 points of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampyr has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Resistances (Ex): A vampyr has resistance to cold 10 and electricity 10.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Cha +2.
Skills: Vampyrs have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as base creature.
Feats: A vampyr gains Alertness and Improved Initiative, if the base creature doesn’t already have the feats.
CR: +2
LA: +3
Vampyr
Vampyrs are rare creations resulting from the union of two half-vampires of the same kind. Vampyrs are drawn to other living creatures, preferring to live in large communities. Vampyrs are often physically attractive and persuasive. Their skin is pale, even ashen in color.
Vampyrs sometimes embrace their vampirism, delving into evil; others resent their vampiric taint and search to do good as repentance. Most vampyrs simply accept their nature and seek to live as others do.
CREATING A VAMPYR
“Vampyr” is an inherited template that can be added to any humanoid or monstrous humanoid (hereafter referred to as the base creature). The creatures’s size and type do not change.
A vampyr uses all the base creature’s statistics and special abilities except as noted here.
Armor Class: A vampyr’s natural armor bonus improves by 4.
Attack and Damage: A vampyr retains all the attacks of the base creature and also gains a slam attack as appropriate for its size. Table available on page 252 of the Monster Manual.
Special Attacks: a vampyr retains all the special attacks of the base creature and gains the blood drain ability described below.
Blood Drain (Ex): Vampyrs can suck blood from a living victim with their retractable fangs by making a successful grapple check. If the vampyr pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained. A vampyr can’t drain more points of constitution in a single hour than its constitution score. When a vampyr drains a victim’s constitution score, it gains 5 temporary hit points. Temporary hit points last for up to one hour.
Special Qualities: A vampyr retains all the special qualities of the base creature and also gains those described below.
Blood Dependency (Ex): If a vampyr does not use its blood drain special attack against at least one living creature each day, it must make a DC 10 Fortitude save or become fatigued. Each day after the first that the vampyr does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, , it must make a DC 15 Fortitude save each week (with the DC increasing by 1 each week thereafter) That it does not use its blood drain ability or become exhausted. Using its blood drain ability eliminates a vampyr’s fatigue immediately, or reduces exhaustion to fatigue.
Dammage Reduction (Su): A vampyr has damage reduction 10/silver.
Fast Healing (Ex): A vampyr heals 2 points of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampyr has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Resistances (Ex): A vampyr has resistance to cold 10 and electricity 10.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Cha +2.
Skills: Vampyrs have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as base creature.
Feats: A vampyr gains Alertness and Improved Initiative, if the base creature doesn’t already have the feats.
CR: +2
LA: +3