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Temotei
2010-05-29, 12:30 AM
Solar Vampires

Solar vampires are vampires of the sun, taking arguably the greatest and most known weakness of the night hunters and turning it into a strength. They thrive in the light, but the darkness does not welcome them as another vampire might be embraced. Solar vampires often have bright-colored hair and orange or bright yellow eyes. Their skin is not as pale as an ordinary vampire's skin, although it is still fairly pale.

Creating a Solar Vampire

"Solar Vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). A solar 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 (augmented humanoid or monstrous humanoid). 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: Same as the base creature.

Armor Class: The base creature’s natural armor bonus improves by +4.

Attack: A solar vampire retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the solar vampire retains this ability. A creature with natural weapons retains those natural weapons. A solar vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A solar vampire armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A solar vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: Solar vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the solar 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.


Size
Damage


Fine
1


Diminutive
1d2


Tiny
1d3


Small
1d4


Medium
1d6


Large
1d8


Huge
2d6


Gargantuan
2d8


Colossal
4d6



Special Attacks: A solar vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 solar vampire’s HD + solar vampire’s Cha modifier unless noted otherwise.

Blood Flare (Ex): A solar vampire can latch onto a living victim with its fangs by making a successful grapple check. If it pins the foe, it starts the creature's blood on fire, dealing 2d6 searing fire damage and 1d4 Strength damage each round the pin is maintained. Half of searing fire's damage ignores energy resistance.

Flash Slam (Su): Living creatures hit by a solar vampire’s slam attack (or any other natural weapon the solar vampire might possess) are blinded for 2 rounds.

Special Qualities: A solar vampire retains all the special qualities of the base creature and gains those described below.

Resistance (Su): A solar vampire has energy resistance to cold 10, electricity 10, and immunity to fire. A solar vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A solar vampire heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it explodes in a ball of fire, transporting the solar vampire's body to a sunlit place within five miles instantly. If there is no sunlit area within five miles, the solar vampire's body is transported to a spot in the world where the sun is shining. A trail of sunlight follows it to its destination. When bathed in this sunlight for an hour, the solar vampire is helpless and recovers 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 3 hit points per round. Solar vampires that were transported to a random sunlit spot in the world take six hours to recover 1 hit point, then resume healing at the normal rate.

Sun Affinity (Ex): A solar vampire is attuned to the sun and gains benefits from being in its light. Whenever a solar vampire is in direct sunlight, its fast healing increases to 5 and it becomes immune to cold. Its flash slam attack's blindness effect's duration doubles and its blood flare attack deals 3d6 instead of 2d6 searing fire damage. Finally, the solar vampire is able to absorb light spells, ignoring all damage and effects, whether it is in sunlight or not.

Spider Climb (Ex): A solar vampire can climb sheer surfaces as though with a spider climb spell.

Fly (Su): A solar vampire can fly as though with a fly spell.

Turn Resistance (Ex): A solar vampire has +4 turn resistance.

If the base creature already has one or more of these special qualities, use the better value.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Int +2, Wis +2, Cha +8. As an undead creature, a solar vampire has no Constitution score.
Skills: Solar vampires have a +8 racial bonus on Diplomacy, Listen, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Solar vampires gain Alertness, Dodge, Improved Initiative, Iron Will, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Climate/Terrain: Same as the base creature.
Organization: Solitary, pair, or gang (3-5)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Usually evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4

Solar Vampire Weaknesses

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

Repelling a Solar Vampire: Solar vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. Symbols from sun deities do not repel a solar vampire. These things don’t harm the solar vampire—they merely keep it at bay. A recoiling solar vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a solar vampire at bay takes a standard action.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Slaying a Solar Vampire: Reducing a solar vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see the note on fast healing). However, certain attacks can slay solar vampires. Driving a wooden stake through a solar vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

Solar Vampire Characters

Solar vampire characters with high Charisma scores often become evil paladins or sorcerers, sometimes even becoming bards, able to beguile even the strongest-willed individual.

herbe
2010-05-29, 02:17 PM
Welldone. Its awesome, i really loved this idea. But as lunar vampire it has also higher LA which sucks.

Temotei
2010-05-29, 02:23 PM
Welldone. Its awesome, i really loved this idea. But as lunar vampire it has also higher LA which sucks.

Sweet. Someone noticed that there are two. :smallcool:

I'll be running comparisons for this as well.

demidracolich
2010-05-29, 02:25 PM
This one seems more appropriate for LA +3 and I also like it more.

Temotei
2010-05-30, 01:56 AM
This one seems more appropriate for LA +3 and I also like it more.

What makes it more appropriate for LA +3?

What do you like about it more?