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umbrapolaris
2011-02-05, 06:38 AM
once again, i didn't create this template, it is supposed to be be used with a class level advancement, but due to my lazyness to do tables, i just put the template. The rites and levels needed to become a vampyr will be posted later.

of course, you are free to adjust the abilities to fit the power-level of your campaign.

The Vampyr

Vampyrs are the true Vampires. They are the aberration of a living body reinforced with abilities similar to the undead. They can tolerate the sun like any other living creature (although they lose some abilities), some enjoy the taste and smell of good garlic soup, they use a mirror when freshening up, and most get a good laugh out of people who shove holy symbols in their faces. When they smell, they take a bath in running water, they prefer sleeping in luxurious beds (but a few sleep in coffins if Vampire style is a thing of theirs), and they only ask before entering a building if they want to be polite. Oh, and driving a stake through their heart will only make them angrier.
A Vampyr obviously has more free will than a dead body ruthlessly killing innocents, so they may be of any alignment, although they still tend toward slightly evil. However, all Vampyrs, regardless of alignment, are extremely devious. Even a lawful good Vampyr will use their deadly intelligence to come up with a devilish scheme (but such plans must still follow their alignment). Finding the right Vampyr will make an excellent ally, just be careful not to piss him off. Unless they absolutely have to expose themselves, or merely don’t mind losing their powers for the moment, a Vampyr avoids the sun, even though it’s harmless to their life. Vampyrs love the taste of blood. If they can’t get a hold of good victim, they’ll drain the blood from a rat or other warm-blooded, non-humanoid creature. It doesn’t taste as good, doesn’t give them any power, and the creature is unaffected by vampirism, but blood is blood. Vampyrs usually have pale skin from avoiding the sun so often, but they are still very attractive looking. There is one exception. A Vampyr does not need to eat, drink, sleep, or breath, but not doing so begins to kill the Vampyrs living body which the aberration exists in, thus eventually giving them a gory, undead appearance. However, the only consequence of this is that the Vampyr gains light sensitivity and suffers a -2 penalty to charisma. This does not affect any other abilities or powers, and their body heals and regenerates back to normal when they resume normal living habits. Some Vampyrs have a hatred for undead Vampires. They see them as weak forms of themselves-unfinished blood transfusions. Some non-chaotic and non-evil Vampyrs see them as abominations to the mortal world, and to Vampyr reputations. Vampyrs that feel this way will usually destroy any undead Vampires they come across, and they will destroy the bodies of any victims before they become one. This is also good for getting rid of evidence. A few living Vampyrs have this hatred for all types of Vampires, in fear of what their own spawning race might do to the world.

Hit Dice: By character class +4 HP per HD
Saves: Same as base creature
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +7, Int +4, Wis +4, Cha +7.
Skills: Vampyrs receive a plus +8 racial bonus to Bluff, Hide, Jump, Listen, Move Silently, Search, Sense Motive, and Spot checks. These are otherwise same as base creature.
Feats: Vampyrs gain Blind-fight, Combat Reflexes, and Leap of the Cloud.
Climate/Terrain: Any
Organization: Usually Solitary
Challenge Rating: Same as base creature +10
Treasure: Double Standard
Alignment: Often evil
Advancement: By character class

Vampyrs is a template that can be added to any corporeal living humanoid or monstrous humanoid creature (referred to hereafter as the “base creature”). The creature’s type changes to “aberration.” It uses all the base creature’s statistics and special abilities except noted here.


Spellcasting (sp):

HD Abilities
1-2 Mage Hand at will (5 lbs. / level)
3-4 Spider Climb 3 / day
5-6 Darkness 3 / day
7-8 Fly (1.5 times normal speed with perfect manoeuvrability)
9-10 Improved Invisibility 3 / day
11-12 Teleport 3 / day
13-14 Disintegrate 3 / day
15-16 Finger of Death
17-18 Mass Charm 3 / day
19+ Energy Drain

Ability Bonuses (ex): At certain levels those taking the path to immortality find that the Rites have granted them certain bonuses to their scores.
Armor Class Bonus (ex): The beginning of Vlad’s Track can be very difficult on the body; the drawing of the spirit away from the body begins to toughen it. Their natural AC gains a +1 bonus at first and additional +1 every 4 levels/HD after.
Claw Attack (ex): The Vampyr’s nails extend into claws allowing him a natural attack. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better.

Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Claw Dmg 1 1d2 1d3 1d4 (19-20/x2 1d6 (18-20/x2) 1d8 (19-20/x3) 1d10 (x3) 1d12 (x4) 2d8 (x4)

Blood Drain (ex): A Vampyr can suck blood from a living victim with its fangs by making a successful grapple check. If it pins a foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. Every three Constitution points the Vampyr drains from the victim gives him one temporary constitution point. (The Vampyr’s total temporary Constitution points from draining victims may not exceed five plus his level.)
Detect Thoughts (sp): a Vampyr gains Detect Thoughts as an innate ability.
Skill Bonuses (ex): As a Vampyr begins to spend more and more nights stalking prey they begin to gain intrinsic bonuses to certain skills. They gain a +2 bonus at second with an additional +2 every three levels there after to Bluff, Hide, Jump, Listen, Move Silently, Search, Sense Motive, and Spot.
Low Light Vision (ex): Vampyr’s eyes begin to adjust to spending time in limited light conditions; as such they gain low light vision.
Metabolism Control (ex): Vampyrs have an unlimited life span, do not age, but are alive, so their bodies still grow. Cutting off their hair or nails would only cause them to regenerate, so Vampyrs have control over the growth of their anatomy. As an action, a Vampyr can change the length of his nails, hair, and/or canine teeth. They often use this ability to hide their claws and fangs until they’re ready to strike a victim and expose what they really are. The Vampyr can also stop breathing; make their hearts stop, etc.
Speed Enhancement (ex): A Vampyr’s outstanding speed gives him a +8 competence bonus to initiative, melee attack rolls, and ranged attack roll with thrown weapons, armor class, and reflex saves.
Create Spawn (su): An humanoid or monstrous humanoid slain by a Vampyr’s energy drain attack rises as a Vampyr Spawn 1d4 days after burial. If the Vampyr instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had four or fewer HD and as a Vampyr if it had five or more HD. In either case, the new Vampyr or spawn is under the command of the Vampyr that created it and remains enslaved until it’s master’s death.
Scent (ex): Vampyr can use the scent ability to track as if they had the feat, and have a +8 racial bonus to alchemy.
Timeless Body (ex): The Vampyr’s soul is separated from his body so that the remaining body gains two benefits. First, their speed is x1.5 its current level, secondly, their maximum age is x2. Due to the increase in speed they gain a +2 competence bonus to initiative, melee attack rolls, ranged attack rolls with thrown weapons, armor class, and reflex saves.
Strength Bonus (ex): A number of rounds per day equal to 6+Cons modifier, a Vampyr may increase his strength by +1/ level. These rounds need not be consecutive.
Dark Vision (ex): Vampyr’s gain dark vision to a range of 160 feet.
Transfusion (ex): If a Vampyr uses a full round action, they may use the Transfusion ability rather than Create Spawn. The Vampyr puts some of his blood back into the body of his victim. Doing so drains the Vampyr of any temporary Constitution points he gained from the victim, and the victim becomes a living Vampyr with their constitution score fully restored. The Vampyr cannot use this ability more than one minute after his victim’s constitution is reduced to 0 or below. A Vampyr can turn an undead Vampire or Vampire spawn into a Vampyr by allowing them to drain him of some of his blood for one round. (The Vampyr is not subject to ability damage, so this process does not damage his constitution.)
Telepathy (su): The Vampyr gains the ability to communicate without speaking, allowing them to answer questions, plant ideas or even hold entire conversations with individuals without alerting others in the room. Individuals must be within 45 feet of the Vampyr for the ability to work. This is an innate ability.
Regeneration (ex): Freed of its need to house the soul a Vampyr’s body concentrates on its own needs. They gain the ability of regeneration equal to his constitution score.
A lost appendage regenerates after one full round. Damage dealt to Vampyrs by fire ignores regeneration.
True Seeing (su): Piercing the veil of the night slowly makes veils of illusion easier to tear down. The Vampyr gains the ability of the spell as an innate ability.
Immunity (ex): The Vampyr has become immune to certain physical damages that would harm others; they gain immunity to cold, electricity, and sonic damage.
Resistance (ex): The Vampyr gains fire and acid resistance equal to their Lv /2
Damage Reduction (ex) : A Vampyr has damage reduction of (Their level / +1 plus 1 per every five levels). For example, a level 5 Vampyr has damage reduction 5/+2.
Fast Healing (ex): A Vampyr has fast healing equal to 6+ Const modifiers.
Immortal Apotheosis (ex):
Undead Characteristics: Vampyrs are immune to poison, sleep, paralysis, stunning, disease, death affects, death from massive damage, and necromantic effects. They are no longer subject to critical hits, sneak attacks, subdual damage, ability damage, ability drain, or energy drain. They are, however, still subject to mind-influencing effects, and are still required to make Fortitude saves. The Aberration that their living body takes on is reinforced with the power of the undead, so they only gain some powers of the undead, and are not truly the undead, nor are they considered of the undead type.
Super Immortality: The Vampyr now has no maximum age. He takes no penalties for aging, and any penalties he once had are negated. If a Vampyr chooses to do so, he may store his soul in a magical item like a lich does, and will be revived in 1d10 days if slain. He must follow the rules for this magical item as mentioned in the Lich template entry in the Monstrous Manual. The only exception is that if the item is destroyed, it does not kill him, he is simply more vulnerable to death.
Speed: The Vampyr’s speed is now x4 what it was originally. This increase also increases their competence bonus for initiative, melee attack rolls, ranged attack rolls for thrown weapons, armor class, and reflex saves to +8.
Domination: A Vampyr can crush an opponent’s will just by looking into their eyes. This is similar to a gaze attack, except that the Vampyr must take a standard action, and those merely looking at it are not affected. Anyone the Vampyr targets must succeed at a Will save or fall instantly under the Vampyr’s influence as though by a Dominate Person spell cast by a 15th level sorcerer. The ability has a range of 30 feet.
Spell resistance: 11 + character level.
Creature type: The creature’s type becomes Aberration.
Ability Mastery: The Vampyr no longer uses its Path level but its character level for determining variables in its abilities, this includes DC for saves.

umbrapolaris
2011-02-05, 06:39 AM
reserved for the rites and leveling tables