PDA

View Full Version : Help me rate this Template (PF, PEACH)



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)

kinem
2013-11-02, 07:43 PM
It's hard to give this vampire a fixed CR adjustment because it depends a lot on what class it is and how much its enemies know. Because it's an inherited template though, I assume there are no fighters of this race (as the whole 'auto fail attack rolls' thing is frowned on at Fighter College.) A sorcerer could be viable, so I'd say +1 CR for a sorcerer built with the template in mind. Encounter Level could be heavily modified by circumstances though.

Terms should not be given non-standard definitions where avoidable; e.g. unliving, regeneration. Not having a Strength score makes no sense for them and is different from what you described.

I don't know about polishing it but here is how I might rework it to make it more readily usable:

Born Vampire

Born Vampire is an inherited template that can be applied to any human or human-blooded creature (e.g. half-elf, half-orc, half-dragon human, etc).

CR: As base creature +1. If silver weapons are already known to be effective prior to the encounter and are used to defeat it, adjust Encounter Level as if the CR was as base creature -1.

Alignment: Any

Senses: A Born Vampire has Darkvision 60 ft and Scent

Weaknesses: A Born Vampire has a violent vulnerability to silver, it acts acts as an injury Poison with a Fort DC 15, no onset, a frequency of 1/hour for 8 hours, an initial effect of 1d6 Con damage, and a secondary of 1d2 Con damage; it takes four saves to cure. A Born Vampire handling a silver item has a 5% of being exposed as if it was a contact poison. While poisoned by silver, a Born Vampire cannot use his Fast Healing. The poison could be neutralized magically as per Neutralize Poison. Most Born Vampires carry antitoxin to help in case of silver poisoning.

When exposed to bright sunlight or the daylight spell, a Born Vampire becomes instantly Dazzled, becoming staggered after at least 3 minutes of exposure. If the Born Vampire is blind or can shield its eyes from direct exposure it is not affected. These effects go away after one minute out of the sunlight or spell.

Finally, when close to garlic flowers or other strong odors, Born Vampires become sickened.

Speed: Born Vampires have a climb speed of 30', giving them a +8 racial bonus on Climb checks.

Special Qualities:

Drink Blood (Ex): As a standard action a Born Vampire can suck blood from a willing, flatfooted, or helpless creature; this causes 1d4 Constitution Damage.

A Born Vampire needs to drink blood at least once each 2d6 days or starts to starve. While starving a Born Vampire gains a negative level for each day after that and stops healing HP normally. Upon drinking blood the Born Vampire 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.

Fast Healing (Su): A Born Vampire can choose to gain fast healing 5, which lasts for 2 rounds per level, but needs to Drink Blood over the following day or starts starving again.

Ageless (Ex): Born Vampires age as the base creature until they reach Adult age; they never reach Mature or and older age category and don't have a maximum lifespan.

One of Body and Soul (Su): Born Vampires' bodies are a physical manifestation of their souls; as such their bodies are completely unaffected by polymorph effects of any kind. They cannot become undead (other than vampires or vampire spawn) and the same restrictions apply on being raised from the dead as outsiders have.

Hypnotic Voice (Su): Born Vampires can attempt to sweet talk other creatures, making them tame, fascinated and even cooperative. When talking, the Born Vampire 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 Born Vampire 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 Born Vampire can make a second attempt to turn the creature helpful.

Unnatural Aura (Ex): Born Vampires 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 Knowledge:Nature allows the caster to notice the subtle differences.

Ability scores: Str -6, Dex +4, Con +2, Cha +4.

Skills: Born Vampires gain a +5 racial bonus on Acrobatics, Perception, Sense Motive and Stealth

Bonus Feats: Weapon Finesse, Alertness

Kaiisaxo
2013-11-03, 11:04 PM
Thanks, it looks way more cleaner now. However on defense of the no strength score thing, it makes a lot of sense when seen from another angle and used to explain some of the quirkiest restrictions 1) why do vampires need permission to enter a home? (Because medieval doors are heavy!! they'd need someone to open the door for them) 2) why the running water weakness? (Because auto-failing strength checks means auto-failing swim checks too!!) 3) being nailed to the ground/staked? (the original meaning of this was so the vampire couldn't stand up, but very likely could survive for a while, still not having enough strength to remove it themselves helps explain why this is effective)

Finally this is just a little deconstruction of having super healing abilities: if you have a very fast regeneration that is so perfect it doesn't even scar, then that means your muscle fibers don't scar either and they are put together as fast as they are broken (and your muscle fibers breaking and scarring are the way they develop not only more volume but actual a strength)

Freddrick
2013-11-04, 11:24 PM
Are these things incorporeal?
If not why don't they have a strength score? If they have a physical body and no strength score per RAW they cant move. Now if you want to keep you flavor of auto failing str related rolls by all means do so but unless this is a caster (or possibly rogue/fineness fighter) they offer little to no challenge.
How are they impacted by positive/negative energy as they are basically undead?

I agree with Kinem's assessment of the CR. +1 of a caster, otherwise -1 or no change.

Edit: as for you fast healing argument; 1) They have the option to use fast healing. It is not active all thee time, allowing for natural healing/muscle development. 2) This is a fantasy game, requiring at least a little suspension of disbelief. Magic can make some really weird stuff happen and having an undead strong enough to punch through walls but unable to swim/pull a steak out of his chest/open doors/ having a climb speed when climb is a strength based ability is small potatoes. Unless you make you vamp incorporeal please give it a strength score.

Kaiisaxo
2013-11-05, 12:10 AM
How would the strength autofail affect the CR?

And they aren't undead, may be detected as undead, but cannot be affected by things that affect undead directly, they still are hurt by negative energy just as any living thing.

Freddrick
2013-11-05, 08:05 AM
How would the strength autofail affect the CR?

Let me ask you this. How dangerous is a fighter that can't hit the broad side of a barn?