Getsugaru
2017-01-24, 11:35 PM
A player from one of the games I am currently playing previously expressed an interest in playing a vampire character. Likewise, in the process of flipping through the Draconomicon, I found the Vampiric Dragon Template. Normally these two templates would never need a comparison against each other as one can only be applied to dragons while the other can only be applied to the two types of humanoids. Everything changes, however, when we bring in our lovely little friends, the kobolds.
Now, for the purposes of this question, I've brought in our friend Meepun from over on the brilliant gameologists/minmaxboards (say hi to the playground, Meepun). Now for the sake of this experiment, we'll assume that Meepun has been studying under Schrodinger and therefore both does and does not have the Dragonwrought feat. This therefore means that Meepun theoretically qualifies for both types of Vampire templates and must therefore choose between the two. The question, therefore, is which one?
Vampire Template
Vampiric Dragon Template
Current and future HD Become d12
HD Remain unchanged, but gains bonus hit points equal to 4 * HD
Natural Armor bonus improves by +6
Natural Armor bonus improves by +2
Gains a Slam Attack as a Natural Attack
Does not gain a Slam Attack as a Natural Attack (already has natural attacks)
Blood Drain gives 5 Temporary Hit Points per successful attack
Blood Drain does not give Temporary Hit Points
Gains Children of the Night (Su): Summon swarms of rats, bats, or a pack of wolves to serve for an hour (arrive in 2d6 rounds); Standard Action
Gains Charm (Su): Charms all creatures within 30 ft per age category (as charm monster); Full Round Action
Gains Dominate (Su): Can dominate with a gaze (as CL 12 Dominate Person) to a range of 30 ft
Gains Domination (Su): Can dominate with a gaze (as CL 18 Dominate Monster) to a range of 30 ft plus 10 ft per age category
Energy Drain applies to weapons and slam attacks; inflicts two negative levels and gives 5 Temporary Hit Points per level bestowed; once per round usage
Energy Drain applied to claw attacks only; inflicts one negative level and does not give Temporary Hit Points; no limit on usage per round
Create Spawn (Su): Can control a number of HD equal to the vampire's own times 2
Create Spawn (Su): No limit on how many spawns under the Vampiric Dragon's control; can additionally create Vampiric Dragons and Zombie Dragons under their control
Gains Alternate Form (Su): Can turn into a bat or wolf (normal or dire)
Does not gain Alternate Form (Su) if not already possessed
Gains DR 10/Silver and Magic; natural weapons treated as magic for purpose of overcoming DR
Does not gain DR if not already possessed
Fast Healing (Ex): If reduced to 0 HP, turns to Gaseous Form (20 ft Flight Speed, Perfect Maneuverability); can travel nine miles within two hours to retreat to coffin; is helpless for 1 hour before rising to 1 HP
Fast Healing (Ex): If reduced to 0 HP, turns to Gaseous Form (40 ft Flight Speed, Perfect Maneuverability); can travel eighteen miles within two hours to retreat to hoard; is not helpless for 1 hour before rising to 1 HP
Gains Gaseous Form (Su): at will; indefinite duration
Does not Gain Gaseous Form (Su)
Gains Cold and Electricity Resistance 10
Gains Cold and Electricity Resistance 20
Gains Spider Climb (Ex)
Does not Gain Spider Climb (Ex)
Vampire Weaknesses: Can survive direct sunlight for one round, second round destroys; running water deals 1/3rd maximum health as damage, destroys on third round (exception: any vampire with a swim speed); a stake to the heart instantly slays a vampire, but returns to life if stake is removed unless body is destroyed; cannot tolerate the odor of garlic; recoils from mirrors and holy symbols; cannot cross running water (but can be carried over in their coffin); cannot enter a private building unless invited
Vampire Weaknesses: Can survive direct sunlight for a number of consecutive rounds equal to its age category, destroyed one round after; is not harmed by running water; a stake to the heart instantly slays it as normal for a vampire (stake size requirement changes with Vampiric Dragon Size); returns to life if stake is removed unless body is destroyed; not repelled by garlic or mirrors; can cross running water; cannot enter a private building unless invited (tend to get around this by destroying the building and picking through the rubble)
Gains +6 Str, +4 Dex, +2 Int and Wis, and +4 Cha; loses Con
Gains +4 Str, +6 Dex, +2 Int and Wis, and +4 Cha; loses Con
LA +8
LA +5
Specific limitations when a cleric, sorcerer or wizard
No specific class limitations
Now then, with all of the above in mind (and going only off the two templates and not the obvious draconic silliness advantages of being a dragonwrought kobold), which template will Meepun want to obtain when Meepun dies to a vampire's blood drain? Personally, I'm inclined to call the Vampiric Dragon template better; the LA 3 less, the weaknesses are more easily managed, there are more control abilities and they are both stronger and based on better spells, and getting back to your hoard (which, by the way, you can carry about with you as an adventurer) is easier with the doubled movement speed. I also feel the boosted Dexterity is better than the strength for a Kobold, who natively has a Dex bonus and a Str penalty. Not having to worry about the Con penalty as well thanks to the Undead type factor is also a boon, in my opinion.
Still, I'm curious to everyone's thoughts about the matter.
Now, for the purposes of this question, I've brought in our friend Meepun from over on the brilliant gameologists/minmaxboards (say hi to the playground, Meepun). Now for the sake of this experiment, we'll assume that Meepun has been studying under Schrodinger and therefore both does and does not have the Dragonwrought feat. This therefore means that Meepun theoretically qualifies for both types of Vampire templates and must therefore choose between the two. The question, therefore, is which one?
Vampire Template
Vampiric Dragon Template
Current and future HD Become d12
HD Remain unchanged, but gains bonus hit points equal to 4 * HD
Natural Armor bonus improves by +6
Natural Armor bonus improves by +2
Gains a Slam Attack as a Natural Attack
Does not gain a Slam Attack as a Natural Attack (already has natural attacks)
Blood Drain gives 5 Temporary Hit Points per successful attack
Blood Drain does not give Temporary Hit Points
Gains Children of the Night (Su): Summon swarms of rats, bats, or a pack of wolves to serve for an hour (arrive in 2d6 rounds); Standard Action
Gains Charm (Su): Charms all creatures within 30 ft per age category (as charm monster); Full Round Action
Gains Dominate (Su): Can dominate with a gaze (as CL 12 Dominate Person) to a range of 30 ft
Gains Domination (Su): Can dominate with a gaze (as CL 18 Dominate Monster) to a range of 30 ft plus 10 ft per age category
Energy Drain applies to weapons and slam attacks; inflicts two negative levels and gives 5 Temporary Hit Points per level bestowed; once per round usage
Energy Drain applied to claw attacks only; inflicts one negative level and does not give Temporary Hit Points; no limit on usage per round
Create Spawn (Su): Can control a number of HD equal to the vampire's own times 2
Create Spawn (Su): No limit on how many spawns under the Vampiric Dragon's control; can additionally create Vampiric Dragons and Zombie Dragons under their control
Gains Alternate Form (Su): Can turn into a bat or wolf (normal or dire)
Does not gain Alternate Form (Su) if not already possessed
Gains DR 10/Silver and Magic; natural weapons treated as magic for purpose of overcoming DR
Does not gain DR if not already possessed
Fast Healing (Ex): If reduced to 0 HP, turns to Gaseous Form (20 ft Flight Speed, Perfect Maneuverability); can travel nine miles within two hours to retreat to coffin; is helpless for 1 hour before rising to 1 HP
Fast Healing (Ex): If reduced to 0 HP, turns to Gaseous Form (40 ft Flight Speed, Perfect Maneuverability); can travel eighteen miles within two hours to retreat to hoard; is not helpless for 1 hour before rising to 1 HP
Gains Gaseous Form (Su): at will; indefinite duration
Does not Gain Gaseous Form (Su)
Gains Cold and Electricity Resistance 10
Gains Cold and Electricity Resistance 20
Gains Spider Climb (Ex)
Does not Gain Spider Climb (Ex)
Vampire Weaknesses: Can survive direct sunlight for one round, second round destroys; running water deals 1/3rd maximum health as damage, destroys on third round (exception: any vampire with a swim speed); a stake to the heart instantly slays a vampire, but returns to life if stake is removed unless body is destroyed; cannot tolerate the odor of garlic; recoils from mirrors and holy symbols; cannot cross running water (but can be carried over in their coffin); cannot enter a private building unless invited
Vampire Weaknesses: Can survive direct sunlight for a number of consecutive rounds equal to its age category, destroyed one round after; is not harmed by running water; a stake to the heart instantly slays it as normal for a vampire (stake size requirement changes with Vampiric Dragon Size); returns to life if stake is removed unless body is destroyed; not repelled by garlic or mirrors; can cross running water; cannot enter a private building unless invited (tend to get around this by destroying the building and picking through the rubble)
Gains +6 Str, +4 Dex, +2 Int and Wis, and +4 Cha; loses Con
Gains +4 Str, +6 Dex, +2 Int and Wis, and +4 Cha; loses Con
LA +8
LA +5
Specific limitations when a cleric, sorcerer or wizard
No specific class limitations
Now then, with all of the above in mind (and going only off the two templates and not the obvious draconic silliness advantages of being a dragonwrought kobold), which template will Meepun want to obtain when Meepun dies to a vampire's blood drain? Personally, I'm inclined to call the Vampiric Dragon template better; the LA 3 less, the weaknesses are more easily managed, there are more control abilities and they are both stronger and based on better spells, and getting back to your hoard (which, by the way, you can carry about with you as an adventurer) is easier with the doubled movement speed. I also feel the boosted Dexterity is better than the strength for a Kobold, who natively has a Dex bonus and a Str penalty. Not having to worry about the Con penalty as well thanks to the Undead type factor is also a boon, in my opinion.
Still, I'm curious to everyone's thoughts about the matter.