Kaiisaxo
2013-10-31, 10:05 PM
Hello, I wrote this template in order to try to give life to one particular kind of creature that pops up on many of my writings. I believe this one reproduces as much of how they are as I like, however I have one problem evaluating its power, I don't know if this one increases or actually decreases a creature's CR and by how much, so any help in that regard is welcome.
Finally if there are suggestions on how to polish it, those are welcome too And before saying anything else, yes it is a vampire of sorts, but the whole point started when I thought "what if the so called vampires where actually living, breathing people instead of reanimated corpses, but were so strange they inspired myths and legends about vampires weaknesses and quirks?" or better yet "what if they existed at the same time as the more traditional vampires and were very hard to distinguish from each other?"
Unliving
Unliving is an inherited template that can be applied to any humanoid.
CR: ?
Alignment: Any
Type and Size: Subtype changes to Humanoid (Unliving), size remains the same
Senses: An Unliving has Darkvision 60 ft and Scent
AC & HD: Same as base creature
Defensive Abilities: none
Weaknesses: Unliving have a violent vulnerability to silver, it acts acts as an injury Poison with a Fort DC 25, no onset, a frequency of 1/hour for 8 hours, an initial effect of 1d6 Con damage and unconsciousness, and a secondary of 1d2 Con damage, it takes four saves to cure. An unliving handling a silver item has a 5% of being exposed as if it was a contact poison. While poisoned by silver, an unliving cannot regenerate.
When exposed to bright sunlight or the daylight spell, an unliving becomes instantly Dazzled, becomng staggered after a prolonged exposure (more than a few minutes). Blinded or blind unliving and those who find a way to shield their eyes from direct exposition aren't affected. Finally when close to garlic flowers or other strong odors, unliving become sickened.
Speed: Unliving have a climb speed of 30'
Special Qualities:
Drink Blood (Ex): As a standard action an unliving can suck blood from a willing, flatfooted or helpless creature, this causes 1d4 Constitution Damage to it.
An unliving needs to drink blood at least once each 2d6 days or starts to starve. While starving an unliving gains a negative level for each day after that and stops healing HP normally, upon drinking blood the unliving loses 1d6 negative levels and the rest are removed at a rate of two per night of rest.
Drinking Blood doesn't negate the need to eat or drink normally.
Regeneration (Ex): An unliving can choose to gain fast healing 5 until completely healed, but needs to Drink Blood over the following day or starts starving again.
Effortless Climb (Ex): Unliving use their Dexterity score to Climb
Ageless (Ex): Unliving do age as the base creature until they reach Adult age, they never reach Mature or and older age category. Unliving don't have a maximum lifespan.
One of Body and soul (Su): Unliving's bodies are a physical manifestation of their soul, as such their bodies are completely unaffected by polymorph effects of any kind, cannot become undead and cannot be raised in the same way as outsiders.
Hypnotic Voice (Su): Unliving can attempt to sweet talk other creatures, making them tame, fascinated and even cooperative. When talking, the unliving can try to use one or more of the following effects on one creature or person that can hear him/her. A Will save (DC 15 + 1/2 Hit dice + Charisma modifier) negates those effects. The creature saves against each attempt individually and remains under the effects for as long as the Unliving talks and five rounds after that. This is a language-dependent, mind-affecting effect.
Calm emotions.- As the spell
Fascinate.- As the bardic performance
Suggestion.- As the bardic performance
Charm.- The creature acts friendly, if already friendly the unliving can make a second attempt to turn the creature helpful
Unnatural Aura (Ex): Unliving leave a trace of their presence very similar to that of Evil and Undead creatures and as such they are treated by Detect Evil and Detect Undead as false positives. Only a very high (DC 35) result on Knowlede:Nature allows the caster to notice the subtle differences.
Ability scores: Dex +4, Con +2, Cha +4. Unliving don't have a Str score (see effects of not having a Strength score below)
Skills: Unliving gain a +5 bonus on Acrobatics, Perception, Sense Motive and Stealth
Feats: Weapon Finesse, Alertness
Effects of lacking a strength score.
Creatures that lack a strength score have a carrying capacity as if they had a strength of 3, become fatigued when wearing heavy armor and their CMD is calculated as 5 + Dexterity modifier + Size modifier. In addition they auto-fail all Strength checks and skill checks based on strength (Including Combat maneuver and attack rolls)
Finally if there are suggestions on how to polish it, those are welcome too And before saying anything else, yes it is a vampire of sorts, but the whole point started when I thought "what if the so called vampires where actually living, breathing people instead of reanimated corpses, but were so strange they inspired myths and legends about vampires weaknesses and quirks?" or better yet "what if they existed at the same time as the more traditional vampires and were very hard to distinguish from each other?"
Unliving
Unliving is an inherited template that can be applied to any humanoid.
CR: ?
Alignment: Any
Type and Size: Subtype changes to Humanoid (Unliving), size remains the same
Senses: An Unliving has Darkvision 60 ft and Scent
AC & HD: Same as base creature
Defensive Abilities: none
Weaknesses: Unliving have a violent vulnerability to silver, it acts acts as an injury Poison with a Fort DC 25, no onset, a frequency of 1/hour for 8 hours, an initial effect of 1d6 Con damage and unconsciousness, and a secondary of 1d2 Con damage, it takes four saves to cure. An unliving handling a silver item has a 5% of being exposed as if it was a contact poison. While poisoned by silver, an unliving cannot regenerate.
When exposed to bright sunlight or the daylight spell, an unliving becomes instantly Dazzled, becomng staggered after a prolonged exposure (more than a few minutes). Blinded or blind unliving and those who find a way to shield their eyes from direct exposition aren't affected. Finally when close to garlic flowers or other strong odors, unliving become sickened.
Speed: Unliving have a climb speed of 30'
Special Qualities:
Drink Blood (Ex): As a standard action an unliving can suck blood from a willing, flatfooted or helpless creature, this causes 1d4 Constitution Damage to it.
An unliving needs to drink blood at least once each 2d6 days or starts to starve. While starving an unliving gains a negative level for each day after that and stops healing HP normally, upon drinking blood the unliving loses 1d6 negative levels and the rest are removed at a rate of two per night of rest.
Drinking Blood doesn't negate the need to eat or drink normally.
Regeneration (Ex): An unliving can choose to gain fast healing 5 until completely healed, but needs to Drink Blood over the following day or starts starving again.
Effortless Climb (Ex): Unliving use their Dexterity score to Climb
Ageless (Ex): Unliving do age as the base creature until they reach Adult age, they never reach Mature or and older age category. Unliving don't have a maximum lifespan.
One of Body and soul (Su): Unliving's bodies are a physical manifestation of their soul, as such their bodies are completely unaffected by polymorph effects of any kind, cannot become undead and cannot be raised in the same way as outsiders.
Hypnotic Voice (Su): Unliving can attempt to sweet talk other creatures, making them tame, fascinated and even cooperative. When talking, the unliving can try to use one or more of the following effects on one creature or person that can hear him/her. A Will save (DC 15 + 1/2 Hit dice + Charisma modifier) negates those effects. The creature saves against each attempt individually and remains under the effects for as long as the Unliving talks and five rounds after that. This is a language-dependent, mind-affecting effect.
Calm emotions.- As the spell
Fascinate.- As the bardic performance
Suggestion.- As the bardic performance
Charm.- The creature acts friendly, if already friendly the unliving can make a second attempt to turn the creature helpful
Unnatural Aura (Ex): Unliving leave a trace of their presence very similar to that of Evil and Undead creatures and as such they are treated by Detect Evil and Detect Undead as false positives. Only a very high (DC 35) result on Knowlede:Nature allows the caster to notice the subtle differences.
Ability scores: Dex +4, Con +2, Cha +4. Unliving don't have a Str score (see effects of not having a Strength score below)
Skills: Unliving gain a +5 bonus on Acrobatics, Perception, Sense Motive and Stealth
Feats: Weapon Finesse, Alertness
Effects of lacking a strength score.
Creatures that lack a strength score have a carrying capacity as if they had a strength of 3, become fatigued when wearing heavy armor and their CMD is calculated as 5 + Dexterity modifier + Size modifier. In addition they auto-fail all Strength checks and skill checks based on strength (Including Combat maneuver and attack rolls)