View Full Version : Pathfinder meets Skyrim. making a vampire template

2016-07-23, 03:41 AM
so im homebrewing a vampire template. i dont want it to be overly powerful but not super weak either. i do know pathfinder has its own version of vampires but it doesnt represent the vampires in skyrim so heres what i came up with so far making it from the RP points.

Light Blindness (–2 RP)
Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Elemental Vulnerability (–2 RP)
Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.

Natural Attack (1 RP) {claw x2}
Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size.

Bite (1 RP)
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Object of Desire (1 RP)
Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster.

Skill Bonus (2 RP) {stealth}
Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation.

Energy Resistance (1 RP)
Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type.

Undead ?(10 RP)? {this is estimated number because i took out somethings from the standard undead RP}

Undead have no Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).

Undead are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.

Undead are harmed by positive energy and healed by negative energy. An undead creature with the fast healing special quality still benefits from that quality.

Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer.

Undead are not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an undead creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Undead have the darkvision 60 feet racial trait.

i also need to add 2 once per day spells. one is charm person the other needs to be raise dead. unsure if i should even add in something like vampiric drain.

once i figure this stuff out i was going to look at traits for dampir and compare. i just wanted to get thoughts on this so far.

2016-07-23, 03:49 AM
btw this gets added onto a player with there race and class levels unaffected
an elf that gets turned into an vampire gets all the effects of an elf and a vampire

2016-07-23, 04:57 AM
im going to try the universal monster rules and see what that comes up with (but i dont have a mesure for it because the SQs are not rated)

Disease (Ex or Su)
A creature with this ability causes disease in those it *Bites*. frequency ??, and *normal cures for vampires*. The saving throw to negate the disease is usually a *Fort save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Con modifier*. Disease can be removed through remove disease and similar effects before 3 days have passed.

Immunity (Ex or Su)
A creature with immunities takes no damage from listed sources. *Immunities to poisons and diseases* A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

Light Blindness (Ex)
Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.

Resistance (Ex)
A creature with this special quality ignores some damage *cold* dmg. *5*

Vulnerabilities (Ex or Su)
A creature with vulnerabilities takes half again as much damage +50% from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.

Natural Attacks
Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonusand add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. *2 claws*

Gaze (Su)
A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature's entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.
A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.
Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.
*Some type of charm effect*

Fast Healing (Ex)
A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restorehit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
*Fast healing 1 out of sunlight*

this is what i got from the universal rules

2016-07-23, 10:20 PM
i cant tell if this means its good or if no one knows how to help

2016-07-26, 02:42 AM
With the initial post, are you planning to give all of these things to a vampire PC at once? These things come to mind immediately:

1- Is the first ability irrelevant if they don't have darkvision from some other source? Because that makes for a weak penalty.

2 - Instant destruction forever when reaching 0hp is a huge drawback for a long-term campaign and discourages vampires from both melee roles and any class with a small HD.

3 - Are you choosing which elements are resisted beforehand or is it free player choice? Skyrim just automatically assigns cold resistance to vampires, and that would be more straightforward to do here.

2016-07-31, 02:52 AM
all at once or stages of not feeding.
1. undead gives darkvision
2. 0 hp instant death is not skyrim or pathfinder for converting and why try to make the player a non melee combatant? in skyrim vampires can be melee and are given claws to use to do so.
3. weak fire resist cold.

2016-07-31, 02:55 PM
2. 0 hp instant death is not skyrim or pathfinder for converting and why try to make the player a non melee combatant? in skyrim vampires can be melee and are given claws to use to do so.

That's why I was confused to see that mentioned in your wall of text.

...It seems like the next step is just to clean up the template write-up. Because currently it's quite messy.