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What do you do for...Vampires?
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 3322277" data-attributes="member: 748"><p>In my next campaign, there's a specially designated monster/race for each school of magic, and vampires are creatures favored or touched by the source of enchantment magic.</p><p></p><p>(Sollir's Homebrewed Vampire version .8)</p><p></p><p><strong>Vampire, CR 5;</strong> Medium Undead; HD 4d12+12; hp 38; Init +9; Spd 40 ft; AC 17 (+2 natural, +5 Dex); <strong>Melee</strong> MW Rapier +8 (1d6+2, 18-20/x2); <strong>SA</strong> Alluring Gaze, Blood Drain, Spell-like Abilities; <strong>SQ</strong> DR 5/silver, fast healing 2, light vulnerability, turn resistance +2, undead traits; AL NE; SV Fort +1, Ref +6, Will +7; Str 14, Dex 20, Con --, Int 13, Wis 14, Cha 17.</p><p><strong>Skills and Feats:</strong> Bluff +10, Disguise +10, Diplomacy +10, Listen +6, Sense Motive +9, Spot +5; Improved Initiative, Weapon Finesse. (no synergy skill bonuses thrown in)</p><p></p><p><strong><em>Alluring Gaze (Su):</em></strong> Gaze attack, range 5’. Opponents must make a Will save (DC 15) or be dazed for 1d4 rounds. Dazed creatures do not gain a bonus to Will saves versus spells like Charm Person or Enthrall for being combatants.</p><p><strong><em>Blood Drain (Ex):</em></strong> As a full round action a vampire can make a normal attack (+7 bonus), once per minute, to execute a Blood Drain. This deals 1d6 Con damage (Fortitude DC 14 for half). The vampire heals 5 hp for every point of Con drained this way. Alternatively, he can gain another use of one or more spell-like abilities, at the rate of 1 spell level for every 5 hp drained. The save for this ability is strength-based.</p><p><strong><em>Spell-like Abilities (Sp):</em></strong> 3/day-Charm Person, Enthrall, Sleep; 1/day-Eagle’s Splendor, Heroism, Suggestion. Spell DC is (13+spell level).</p><p><strong><em>Sunlight Vulnerability (Ex):</em></strong> Vampires suffer a -8 Charisma penalty when entering true sunlight, even under armor or clothes. A failed save vs. a Sunburst spell affects them this way for 1d4 rounds. Within the radius of a Daylight spell or for 1d4 rounds after failing a save from Searing Light, they receive only a -4 penalty. Charisma damage reduces a vampire's amount of hit points as a negative constitution score would a living creature, potentially causing the death of a vampire (see <em>Unholy Strength</em>). </p><p><strong><em>Unholy Strength (Ex):</em></strong> Vampires gain a modifier to their hit points equal to their charisma bonus.</p><p></p><p><strong>Equipment:</strong> MW Rapier, often armor such as a MW Chain Shirt (add only +3 AC to vampire’s stat block, as the chain armor’s max Dex bonus is +4).</p><p><strong>Advancement:</strong> By character class.</p><p><strong>Favored Class:</strong> Enchanter</p><p></p><p>(Note that up to level 4, arcane spellcasting classse would only count as 1/2 for purposes of CR. So a Vampire Enchanter 2 would be CR 6 and a Enchanter 4 would be CR 7 while a Enchanter 6 would be CR 9.)</p><p></p><p>If anyone's interested, there's also a Vampire Count prestige class that improves a base vampire's SA's, spell-likes, and resistances, along with advancing their arcane spellcaster progression.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 3322277, member: 748"] In my next campaign, there's a specially designated monster/race for each school of magic, and vampires are creatures favored or touched by the source of enchantment magic. (Sollir's Homebrewed Vampire version .8) [b]Vampire, CR 5;[/b] Medium Undead; HD 4d12+12; hp 38; Init +9; Spd 40 ft; AC 17 (+2 natural, +5 Dex); [b]Melee[/b] MW Rapier +8 (1d6+2, 18-20/x2); [b]SA[/b] Alluring Gaze, Blood Drain, Spell-like Abilities; [b]SQ[/b] DR 5/silver, fast healing 2, light vulnerability, turn resistance +2, undead traits; AL NE; SV Fort +1, Ref +6, Will +7; Str 14, Dex 20, Con --, Int 13, Wis 14, Cha 17. [b]Skills and Feats:[/b] Bluff +10, Disguise +10, Diplomacy +10, Listen +6, Sense Motive +9, Spot +5; Improved Initiative, Weapon Finesse. (no synergy skill bonuses thrown in) [b][i]Alluring Gaze (Su):[/i][/b] Gaze attack, range 5’. Opponents must make a Will save (DC 15) or be dazed for 1d4 rounds. Dazed creatures do not gain a bonus to Will saves versus spells like Charm Person or Enthrall for being combatants. [b][i]Blood Drain (Ex):[/i][/b] As a full round action a vampire can make a normal attack (+7 bonus), once per minute, to execute a Blood Drain. This deals 1d6 Con damage (Fortitude DC 14 for half). The vampire heals 5 hp for every point of Con drained this way. Alternatively, he can gain another use of one or more spell-like abilities, at the rate of 1 spell level for every 5 hp drained. The save for this ability is strength-based. [b][i]Spell-like Abilities (Sp):[/i][/b] 3/day-Charm Person, Enthrall, Sleep; 1/day-Eagle’s Splendor, Heroism, Suggestion. Spell DC is (13+spell level). [b][i]Sunlight Vulnerability (Ex):[/i][/b] Vampires suffer a -8 Charisma penalty when entering true sunlight, even under armor or clothes. A failed save vs. a Sunburst spell affects them this way for 1d4 rounds. Within the radius of a Daylight spell or for 1d4 rounds after failing a save from Searing Light, they receive only a -4 penalty. Charisma damage reduces a vampire's amount of hit points as a negative constitution score would a living creature, potentially causing the death of a vampire (see [i]Unholy Strength[/i]). [b][i]Unholy Strength (Ex):[/i][/b] Vampires gain a modifier to their hit points equal to their charisma bonus. [b]Equipment:[/b] MW Rapier, often armor such as a MW Chain Shirt (add only +3 AC to vampire’s stat block, as the chain armor’s max Dex bonus is +4). [b]Advancement:[/b] By character class. [b]Favored Class:[/b] Enchanter (Note that up to level 4, arcane spellcasting classse would only count as 1/2 for purposes of CR. So a Vampire Enchanter 2 would be CR 6 and a Enchanter 4 would be CR 7 while a Enchanter 6 would be CR 9.) If anyone's interested, there's also a Vampire Count prestige class that improves a base vampire's SA's, spell-likes, and resistances, along with advancing their arcane spellcaster progression. [/QUOTE]
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