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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Vampyrs: 2 half-vampires make a whole vampire, right?
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<blockquote data-quote="jaker2003" data-source="post: 2466849" data-attributes="member: 18667"><p><span style="font-family: 'Times New Roman'"><span style="color: white">I'm looking for opinions, regarding this template or myself.</span></span></p><p> </p><p> </p><p><span style="font-family: 'Times New Roman'"><strong><u><span style="color: white"> Vampyr</span></u></strong></span></p><p><span style="color: white"><span style="font-family: 'Times New Roman'">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.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> 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.</span></span></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'">CREATING A VAMPYR</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'">“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.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> A vampyr uses all the base creature’s statistics and special abilities except as noted here.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>Armor Class:</strong> A vampyr’s natural armor bonus improves by 4.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>Attack and Damage:</strong> 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.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>Special Attacks:</strong> a vampyr retains all the special attacks of the base creature and gains the blood drain ability described below.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <em>Blood Drain (Ex):</em> 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.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>Special Qualities:</strong> A vampyr retains all the special qualities of the base creature and also gains those described below.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <em>Blood Dependency (Ex):</em> 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.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <em>Dammage Reduction (Su):</em> A vampyr has damage reduction 10/silver.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <em>Fast Healing (Ex):</em> 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).</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <em>Resistances (Ex):</em> A vampyr has resistance to cold 10 and electricity 10.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>Abilities:</strong> Increase from the base creature as follows: Str +4, Dex +2, Cha +2.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>Skills:</strong> Vampyrs have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as base creature.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>Feats:</strong> A vampyr gains Alertness and Improved Initiative, if the base creature doesn’t already have the feats.</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>CR:</strong> +2</span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"> <strong>LA:</strong> +3</span></span></p></blockquote><p></p>
[QUOTE="jaker2003, post: 2466849, member: 18667"] [font=Times New Roman][color=white]I'm looking for opinions, regarding this template or myself.[/color][/font] [font=Times New Roman][b][u][color=white][/color][/u][/b][/font] [font=Times New Roman][b][u][color=white][/color][/u][/b][/font] [font=Times New Roman][b][u][color=white] Vampyr[/color][/u][/b][color=white][/color][/font] [color=white][font=Times New Roman]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.[/font][/color] [color=white][font=Times New Roman] 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.[/font][/color] [b][color=white][font=Times New Roman] [/font][/color][/b] [color=white][font=Times New Roman]CREATING A VAMPYR[/font][/color] [color=white][font=Times New Roman]“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.[/font][/color] [color=white][font=Times New Roman] A vampyr uses all the base creature’s statistics and special abilities except as noted here.[/font][/color] [color=white][font=Times New Roman] [b]Armor Class:[/b] A vampyr’s natural armor bonus improves by 4.[/font][/color] [color=white][font=Times New Roman] [b]Attack and Damage:[/b] 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.[/font][/color] [color=white][font=Times New Roman] [b]Special Attacks:[/b] a vampyr retains all the special attacks of the base creature and gains the blood drain ability described below.[/font][/color] [color=white][font=Times New Roman] [i]Blood Drain (Ex):[/i] 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.[/font][/color] [color=white][font=Times New Roman] [b]Special Qualities:[/b] A vampyr retains all the special qualities of the base creature and also gains those described below.[/font][/color] [color=white][font=Times New Roman] [i]Blood Dependency (Ex):[/i] 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.[/font][/color] [color=white][font=Times New Roman] [i]Dammage Reduction (Su):[/i] A vampyr has damage reduction 10/silver.[/font][/color] [color=white][font=Times New Roman] [i]Fast Healing (Ex):[/i] 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).[/font][/color] [color=white][font=Times New Roman] [i]Resistances (Ex):[/i] A vampyr has resistance to cold 10 and electricity 10.[/font][/color] [color=white][font=Times New Roman] [b]Abilities:[/b] Increase from the base creature as follows: Str +4, Dex +2, Cha +2.[/font][/color] [color=white][font=Times New Roman] [b]Skills:[/b] Vampyrs have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as base creature.[/font][/color] [color=white][font=Times New Roman] [b]Feats:[/b] A vampyr gains Alertness and Improved Initiative, if the base creature doesn’t already have the feats.[/font][/color] [color=white][font=Times New Roman] [b]CR:[/b] +2[/font][/color] [color=white][font=Times New Roman] [b]LA:[/b] +3[/font][/color] [/QUOTE]
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Vampyrs: 2 half-vampires make a whole vampire, right?
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