The Mentalist
2013-09-10, 04:46 AM
Inspired by generations from this (http://www.seventhsanctum.com/generate.php?Genname=vampnamer) with more possibly to follow.
I also have rough drafts of some (more likely templates) for Goblinoids, Elves, Dwarves, and Drow.
Yes, I know these are higher power than normal feats, read the endnote for reasoning.
Shadowdeath Vampire
Pre-Reqs: Vampire, Dex 19+, 11+ Ranks in Hide
Benefit : You are invisible in anything less than bright illumination. This invisibility is broken for 1 round if you attack. This is an extraordinary ability.
Deathcry Vampire
Pre-Reqs: Vampire, Cha 19+, 11+ Ranks in Perform
Benefit : You gain a sonic attack that deals sonic damage as though you had performed a Slam attack (use Cha instead of Str mod for modifiers) to all within 5' per HD, this scream bestows one negative level instead of two to targets damaged by it. This is a supernatural ability.
Blackghoul Vampire
Pre-Reqs: Vampire, Cha 19+, Ability to Rebuke Undead
Benefit : Any humanoid or monstrous humanoid killed by the Vampire that doesn't raise as a Vampire or Vampire Spawn rises as a Ghoul (or Ghast if greater than 6HD)
Souldrinker Vampire
Pre-Reqs: Vampire, Cha 19+
Benefit : When using Blood Drain you drain 1d4 Charisma as well as Constitution, gaining temporary hitpoints for both forms of drain. The Vampire may also drain Charisma from undead creatures as well.
Fogstalker Vampire
Pre-Reqs: Vampire, Dex 19+, 11+ Ranks in Tumble
Benefit : You may Dimension Door (Silent and Stilled) from one place that would grant you concealment to another, this concealment must be intrinsic to the location, not based on relative placement of the combatants. (fog and darkness are acceptable, behind a wall is not)
Shadowwing Vampire
Pre-Reqs: Vampire, Dex 19+, 11+ Ranks in Jump
Benefit : You gain a Fly Speed equal to 5' per HD with Perfect Maneuverability
Warpscar Vampire
Pre-Reqs: Vampire, Cha 19+ 11+ Ranks in Knowledge (Geography)
Benefit : You may teleport to any any space adjacent to a marked creature (you may mark up to 1/2 HD creatures, you must have Blood Drained a creature to mark it. You may remove a mark on one creature to replace it with another), this teleportation functions as Greater Teleport and deals a full attack to the creature that is being teleported to.
Lifescar Vampire
Pre-Reqs: Vampire, Level 11+
Benefit : Any creature you have successfully Blood Drained carries a small portion of your life essence. If you are killed you may Haunt (see Libris Mortis) them, if they die while you are Haunting them you reform from their body. This reformation process takes 1 week per HD lower than you they were.
Fearkiller Vampire
Pre-Reqs: Vampire, Cha 19+, 11+ Ranks in Intimidate
Benefit : You trade in your Dominate ability for a Fear gaze effect (Range 30') any creature meeting your gaze must make a Will Save or cower for 1d4 rounds per 5HD of the Vampire. Any creature killed while Cowering rises as a Ghost (in addition to as a Vampire or Vampire spawn if drained in a way that would produce that)
Hellshade Vampire
Pre-Reqs: Vampire, Cha 19+ 11+ Ranks in Knowledge (The Planes)
When you are incapacitated (forced to assume Gaseous Form) you release a small portal to the Lower Planes, calling demons or devils with an encounter level equal to your own -2 forth at the place where you were killed.
Devilsoul Vampire
Pre-Reqs: Vampire, Cha 19+ 4+ Ranks in Control Shape
Benefit : When you gain this feat you are able to assume the form of a Demon or Devil during the daylight hours, the type of demon must be chosen at the time the feat is selected and it is treated as a form of Lycanthropy with the sun instead of the moon as forcing changes. The type of creature chosen must have a CR at least two lower than your ECL at the time this feat is selected)
Blackweeper Vampire
Pre-Reqs: Vampire, Wis 15+ 11+ Ranks in Knowledge Religion
Benefit : You are permanently surrounded by a Desecrate spell. You may suppress or resume this effect with a swift action.
Special : This feat may be taken multiple times, each time the effects of the Desecrate are doubled (remember, two doublings equals a tripling)
Dreamhaunt Vampire
Pre-Reqs: Vampire, Wis 15+, Cha 19+
Benefit : You may cast Dream or Nightmare at will on any creature you have successfully Blood Drained (this effect works on Vampires you have created as well, even though Vampires do not usually dream)
Warpsmoke Vampire
Pre-Reqs: Vampire, Str 21+
Benefit : Your Gaseous Form is accompanied by wind as though you had cast Control Winds with a Caster Level equal to your HD, centered on yourself.
Redsoul Vampire
Pre-Reqs: Vampire, Int 15+, 11+ Ranks Knowledge (Arcana)
Benefit : If killed you may be ressurected by mixing your ashes with Virgin's Blood (requires at least 5HD of creatures per HD of the Vampire) or feeding at least 50% of your ashes to a virgin with at least as many HD as you had when you died. Both of these effects cause you to lose one character level.
Venomheart Vampire
Pre-Reqs: Vampire, Must have had at least 13 Con in life
Benefit : Your dark vitality charges your blood with poison to the living. All melee attacks involving you (both attacks made by you and against you) deal 1d6 negative energy damage to your opponent and your natural Fast Healing is doubled.
Special : This feat may be taken multiple times, its effects stack.
Bloodbind Vampire
Pre-Reqs: Vampire, Cha 19+, 11+ Ranks in Diplomacy
Benefit : You may drain some of your undead blood (suffering a negative level for doing so) and feed it to a creature (the creature must be willing or unsuspecting), you gain a Permanent Telepathic Bond with this creature, a Permanent Status affecting them, and they are Charmed by you. These effects may be removed by a Remove Curse, Break Enchantment or healing the negative level, in addition if the creature dies before receiving a Remove Curse or Break Enchantment they rise as a Vampire or Vampire Spawn under your control.
Special : This feat may be taken multiple times, each time you may drain more doses of blood for each negative level, the second time you take this feat you may feed the blood to 1d3 people, the third 1d6, the fourth 1d10 and so on.
Dreadskull Vampire
Pre-Reqs: Vampire, Cha 19+, 11+ Ranks in Intimidate
Benefit : You gain a Frightful Presence reaching out to 10*HD feet, creatures with less than 1/2 your HD must make a Will Save or be panicked for 1d6 rounds per 4HD, creatures with more than half your HD must make a Will Save or be Shaken for the same duration.
Cruelclaw Vampire
Pre-Reqs: Vampire, Str 21+, Improved Unarmed Strike
Benefit : You gain two claw attacks of one size larger than normal (1d6 for a medium creature), in addition these claws can drain blood as well as your mouth, allowing you to drain 2d4 Con with your Blood Drain ability.
Diresoul Vampire
Pre-Reqs: Vampire, Cha 19+, Con in life must have been 13+
Benefit : All of your Hit Dice go up one size (as on the weapon size tables, so d12s become 3d6 and so on). Note: rolling multiple dice for a Hit Dice (such as a 3d6HD) is still treated as a single Hit Dice
Special : This feat may be taken multiple times, each time the dice go up an additional size.
Redshade Vampire
Pre-Reqs: Vampire, Cha 19+ Must have been incapacitated at least once
Benefit : You gain one of the Special attacks from the Ghost Template, in addition you lose 2 points of Strength as your body becomes more insubstantial, if your strength should become 0 through the application of this feat the Ghost Template replaces the Vampire Template and you may trade these feats in for new ones.
Special : You may take this feat multiple times, each time you gain a new ability from the options.
Icebrood Vampire
Pre-Reqs: Vampire, Must have been incapacitated by Cold damage
Benefit : You gain Immunity to Cold as do all Spawn you create from this point forward.
Flamebrood Vampire
Pre-Reqs: Vampire, Must have been incapacitated by Fire damage
Benefit : You gain Immunity to Fire as do all Spawn you create from this point forward.
Cryptheart Vampire
Pre-Reqs: Vampire, Int or Wis 15+ Cha 19+
Benefit : You gain Animate Dead as a Spell-Like ability HD times a day, in addition you gain your HD as a bonus to all rebuke checks. This grants you an undead control pool as a caster equal to your HD
Special : This feat may be taken multiple times, each time you gain three additional uses of Animate Dead, an additional +3 on Rebuke checks, and a doubling of your undead control pool.
Grimbind Vampire
Pre-Reqs: Vampire, Int or Wis 15+ Cha 21+
Benefit : You gain Lesser Planar Binding (as an Evil Spell) as a Spell Like ability 1/2HD times a day, in addition you may force these creatures into your service permanently with your Domination Gaze, gaining a control pool for Outsiders similar to an Animation control pool, controlling 2HD worth of outsiders for every HD you possess.
Pre-Reqs: You may take this feat multiple times, each time your control pool doubles.
Looking for help clarifying the wording on Devilsoul Vampire and general PEACHness.
Yes, I know they are higher powered than normal feats but considering you have to have the Vampire template to take them and vampire kind of blows I feel that its appropriate. Also potential as NPC feats for Vampire Baddies.
I also have rough drafts of some (more likely templates) for Goblinoids, Elves, Dwarves, and Drow.
Yes, I know these are higher power than normal feats, read the endnote for reasoning.
Shadowdeath Vampire
Pre-Reqs: Vampire, Dex 19+, 11+ Ranks in Hide
Benefit : You are invisible in anything less than bright illumination. This invisibility is broken for 1 round if you attack. This is an extraordinary ability.
Deathcry Vampire
Pre-Reqs: Vampire, Cha 19+, 11+ Ranks in Perform
Benefit : You gain a sonic attack that deals sonic damage as though you had performed a Slam attack (use Cha instead of Str mod for modifiers) to all within 5' per HD, this scream bestows one negative level instead of two to targets damaged by it. This is a supernatural ability.
Blackghoul Vampire
Pre-Reqs: Vampire, Cha 19+, Ability to Rebuke Undead
Benefit : Any humanoid or monstrous humanoid killed by the Vampire that doesn't raise as a Vampire or Vampire Spawn rises as a Ghoul (or Ghast if greater than 6HD)
Souldrinker Vampire
Pre-Reqs: Vampire, Cha 19+
Benefit : When using Blood Drain you drain 1d4 Charisma as well as Constitution, gaining temporary hitpoints for both forms of drain. The Vampire may also drain Charisma from undead creatures as well.
Fogstalker Vampire
Pre-Reqs: Vampire, Dex 19+, 11+ Ranks in Tumble
Benefit : You may Dimension Door (Silent and Stilled) from one place that would grant you concealment to another, this concealment must be intrinsic to the location, not based on relative placement of the combatants. (fog and darkness are acceptable, behind a wall is not)
Shadowwing Vampire
Pre-Reqs: Vampire, Dex 19+, 11+ Ranks in Jump
Benefit : You gain a Fly Speed equal to 5' per HD with Perfect Maneuverability
Warpscar Vampire
Pre-Reqs: Vampire, Cha 19+ 11+ Ranks in Knowledge (Geography)
Benefit : You may teleport to any any space adjacent to a marked creature (you may mark up to 1/2 HD creatures, you must have Blood Drained a creature to mark it. You may remove a mark on one creature to replace it with another), this teleportation functions as Greater Teleport and deals a full attack to the creature that is being teleported to.
Lifescar Vampire
Pre-Reqs: Vampire, Level 11+
Benefit : Any creature you have successfully Blood Drained carries a small portion of your life essence. If you are killed you may Haunt (see Libris Mortis) them, if they die while you are Haunting them you reform from their body. This reformation process takes 1 week per HD lower than you they were.
Fearkiller Vampire
Pre-Reqs: Vampire, Cha 19+, 11+ Ranks in Intimidate
Benefit : You trade in your Dominate ability for a Fear gaze effect (Range 30') any creature meeting your gaze must make a Will Save or cower for 1d4 rounds per 5HD of the Vampire. Any creature killed while Cowering rises as a Ghost (in addition to as a Vampire or Vampire spawn if drained in a way that would produce that)
Hellshade Vampire
Pre-Reqs: Vampire, Cha 19+ 11+ Ranks in Knowledge (The Planes)
When you are incapacitated (forced to assume Gaseous Form) you release a small portal to the Lower Planes, calling demons or devils with an encounter level equal to your own -2 forth at the place where you were killed.
Devilsoul Vampire
Pre-Reqs: Vampire, Cha 19+ 4+ Ranks in Control Shape
Benefit : When you gain this feat you are able to assume the form of a Demon or Devil during the daylight hours, the type of demon must be chosen at the time the feat is selected and it is treated as a form of Lycanthropy with the sun instead of the moon as forcing changes. The type of creature chosen must have a CR at least two lower than your ECL at the time this feat is selected)
Blackweeper Vampire
Pre-Reqs: Vampire, Wis 15+ 11+ Ranks in Knowledge Religion
Benefit : You are permanently surrounded by a Desecrate spell. You may suppress or resume this effect with a swift action.
Special : This feat may be taken multiple times, each time the effects of the Desecrate are doubled (remember, two doublings equals a tripling)
Dreamhaunt Vampire
Pre-Reqs: Vampire, Wis 15+, Cha 19+
Benefit : You may cast Dream or Nightmare at will on any creature you have successfully Blood Drained (this effect works on Vampires you have created as well, even though Vampires do not usually dream)
Warpsmoke Vampire
Pre-Reqs: Vampire, Str 21+
Benefit : Your Gaseous Form is accompanied by wind as though you had cast Control Winds with a Caster Level equal to your HD, centered on yourself.
Redsoul Vampire
Pre-Reqs: Vampire, Int 15+, 11+ Ranks Knowledge (Arcana)
Benefit : If killed you may be ressurected by mixing your ashes with Virgin's Blood (requires at least 5HD of creatures per HD of the Vampire) or feeding at least 50% of your ashes to a virgin with at least as many HD as you had when you died. Both of these effects cause you to lose one character level.
Venomheart Vampire
Pre-Reqs: Vampire, Must have had at least 13 Con in life
Benefit : Your dark vitality charges your blood with poison to the living. All melee attacks involving you (both attacks made by you and against you) deal 1d6 negative energy damage to your opponent and your natural Fast Healing is doubled.
Special : This feat may be taken multiple times, its effects stack.
Bloodbind Vampire
Pre-Reqs: Vampire, Cha 19+, 11+ Ranks in Diplomacy
Benefit : You may drain some of your undead blood (suffering a negative level for doing so) and feed it to a creature (the creature must be willing or unsuspecting), you gain a Permanent Telepathic Bond with this creature, a Permanent Status affecting them, and they are Charmed by you. These effects may be removed by a Remove Curse, Break Enchantment or healing the negative level, in addition if the creature dies before receiving a Remove Curse or Break Enchantment they rise as a Vampire or Vampire Spawn under your control.
Special : This feat may be taken multiple times, each time you may drain more doses of blood for each negative level, the second time you take this feat you may feed the blood to 1d3 people, the third 1d6, the fourth 1d10 and so on.
Dreadskull Vampire
Pre-Reqs: Vampire, Cha 19+, 11+ Ranks in Intimidate
Benefit : You gain a Frightful Presence reaching out to 10*HD feet, creatures with less than 1/2 your HD must make a Will Save or be panicked for 1d6 rounds per 4HD, creatures with more than half your HD must make a Will Save or be Shaken for the same duration.
Cruelclaw Vampire
Pre-Reqs: Vampire, Str 21+, Improved Unarmed Strike
Benefit : You gain two claw attacks of one size larger than normal (1d6 for a medium creature), in addition these claws can drain blood as well as your mouth, allowing you to drain 2d4 Con with your Blood Drain ability.
Diresoul Vampire
Pre-Reqs: Vampire, Cha 19+, Con in life must have been 13+
Benefit : All of your Hit Dice go up one size (as on the weapon size tables, so d12s become 3d6 and so on). Note: rolling multiple dice for a Hit Dice (such as a 3d6HD) is still treated as a single Hit Dice
Special : This feat may be taken multiple times, each time the dice go up an additional size.
Redshade Vampire
Pre-Reqs: Vampire, Cha 19+ Must have been incapacitated at least once
Benefit : You gain one of the Special attacks from the Ghost Template, in addition you lose 2 points of Strength as your body becomes more insubstantial, if your strength should become 0 through the application of this feat the Ghost Template replaces the Vampire Template and you may trade these feats in for new ones.
Special : You may take this feat multiple times, each time you gain a new ability from the options.
Icebrood Vampire
Pre-Reqs: Vampire, Must have been incapacitated by Cold damage
Benefit : You gain Immunity to Cold as do all Spawn you create from this point forward.
Flamebrood Vampire
Pre-Reqs: Vampire, Must have been incapacitated by Fire damage
Benefit : You gain Immunity to Fire as do all Spawn you create from this point forward.
Cryptheart Vampire
Pre-Reqs: Vampire, Int or Wis 15+ Cha 19+
Benefit : You gain Animate Dead as a Spell-Like ability HD times a day, in addition you gain your HD as a bonus to all rebuke checks. This grants you an undead control pool as a caster equal to your HD
Special : This feat may be taken multiple times, each time you gain three additional uses of Animate Dead, an additional +3 on Rebuke checks, and a doubling of your undead control pool.
Grimbind Vampire
Pre-Reqs: Vampire, Int or Wis 15+ Cha 21+
Benefit : You gain Lesser Planar Binding (as an Evil Spell) as a Spell Like ability 1/2HD times a day, in addition you may force these creatures into your service permanently with your Domination Gaze, gaining a control pool for Outsiders similar to an Animation control pool, controlling 2HD worth of outsiders for every HD you possess.
Pre-Reqs: You may take this feat multiple times, each time your control pool doubles.
Looking for help clarifying the wording on Devilsoul Vampire and general PEACHness.
Yes, I know they are higher powered than normal feats but considering you have to have the Vampire template to take them and vampire kind of blows I feel that its appropriate. Also potential as NPC feats for Vampire Baddies.