jjpickar
2007-08-19, 12:34 PM
Vampire Lite Template
In D&D vampire (or vampyr if you want to sound all fancy) is a very powerful template filled with so many powers and abilities (and weaknesses) that it is unrealistic to have vampire PCs. However, I feel that PCs should be allowed to become vampires with minimal level adjustment and fuss. Thus the lite version becomes nescessary. You can either take out both the vampire spawn and regular vampire or replace the vampire spawn with this template or even add this as another type of vampire whichever nails your coffin.
Size and Type: Size is unchanged, type changes to undead.
HD: The vampire’s HD become d12s.
Special Attacks:
Drink Blood: the vampiremay drink the blood of a helples, pinned, or Fascinated opponent draining 1d4 Con from the creature and gaining 5 temporary hit points that last one hour. They also gain immunity to sunlight for 24 hours after drinking blood. If the creature Con is dropped to zero it dies as normal. 6 days upon expiring there is a chance that the creature will rise as a vampire depending on its alignment. 10% for Good, 40% for Neutral, and 100% for evil (this is also the chance for someone who died wishing to become a vampire).
Fascination: A vampire may exert his will on weaker creatures to obtain his beverage of choice. If he is alone with a creature that has 5 HD or less, the vampire may stare into their eyes and fascinate them. The effect can be resisted by a successful will save DC 10 + Half the vampire’s HD+ Plus the vampire’s Cha.
Special Qualities:
Dark Vision 60 ft.
Power of Personality: A vampire has an unatural charm gaining a + 4 profane bonus to all charisma checks.
Weaknesses: Vampires are harmed by sunlight taking 1 damage every round of exposure. They gain immunity tosunlight for 24 hours after drinking blood or sleeping for 8 hours in a coffin buried in consecrated ground. They cast no reflection in mirrors or water. They can be killed instantly if a stake is driven into their heart while they are sleeping in their coffins. They can also be destroyed by being hacked up, crushed, melted, decapitated, digested, or by any other conventional means. Holy symbols really don’t work at all.
Abilities:
+2 Strength, +2 Int, -4 Wis.
Vampires are stronger and smarter than the average human (or bear for that matter) but their sanity is just not what it used to be. Some vampires are totally bonkers.
Alignment:
Always Evil. Just think of it like this: what sort of alignment do mosquitos have?
Level Adjustment: +1
Vampires in society: Vampires look and act very human and if properly fed or buried can remain unnoticed for centuries. But they do often gather in formal cabals or “Courts” which are color coded for two reasons. One Its easier to remember and vampires think its just about the coolest thing ever.
The Blue Court is made up of noble vampires. They will only drink the blood of the mortal nobility. Any member of the Blue Court caught drinking common blood is cast out.
The Red Court is made up of vampires who weren’t cool enough to get into any other Court so they made their own. These vampires often end up becoming lackeys of other Courts in the hopes of gaining future membership. They are also very gullible.
The Black Court thinks it is one of the most secret of secret Courts and has very elaborate initiation rituals and tests. It is actually the most well known of all the Courts because members love to show off and drophints of their exclusive membership.
The White Court is odd.
The Green Court is madeup of feral vampires that hunt in packs much like wolves. Gaining membership is easy, just kill an existing member.
The Yellow Court is even more odd than the White Court.
There is no Pink Court.
Edit: Oops sorry about the line breaks.:smallredface:
Edit Edit:Its -4 Wis now.
Edit Edit Edit (also wik): +4 to Charisma checks. Thanks for the suggestions.:smallsmile:
In D&D vampire (or vampyr if you want to sound all fancy) is a very powerful template filled with so many powers and abilities (and weaknesses) that it is unrealistic to have vampire PCs. However, I feel that PCs should be allowed to become vampires with minimal level adjustment and fuss. Thus the lite version becomes nescessary. You can either take out both the vampire spawn and regular vampire or replace the vampire spawn with this template or even add this as another type of vampire whichever nails your coffin.
Size and Type: Size is unchanged, type changes to undead.
HD: The vampire’s HD become d12s.
Special Attacks:
Drink Blood: the vampiremay drink the blood of a helples, pinned, or Fascinated opponent draining 1d4 Con from the creature and gaining 5 temporary hit points that last one hour. They also gain immunity to sunlight for 24 hours after drinking blood. If the creature Con is dropped to zero it dies as normal. 6 days upon expiring there is a chance that the creature will rise as a vampire depending on its alignment. 10% for Good, 40% for Neutral, and 100% for evil (this is also the chance for someone who died wishing to become a vampire).
Fascination: A vampire may exert his will on weaker creatures to obtain his beverage of choice. If he is alone with a creature that has 5 HD or less, the vampire may stare into their eyes and fascinate them. The effect can be resisted by a successful will save DC 10 + Half the vampire’s HD+ Plus the vampire’s Cha.
Special Qualities:
Dark Vision 60 ft.
Power of Personality: A vampire has an unatural charm gaining a + 4 profane bonus to all charisma checks.
Weaknesses: Vampires are harmed by sunlight taking 1 damage every round of exposure. They gain immunity tosunlight for 24 hours after drinking blood or sleeping for 8 hours in a coffin buried in consecrated ground. They cast no reflection in mirrors or water. They can be killed instantly if a stake is driven into their heart while they are sleeping in their coffins. They can also be destroyed by being hacked up, crushed, melted, decapitated, digested, or by any other conventional means. Holy symbols really don’t work at all.
Abilities:
+2 Strength, +2 Int, -4 Wis.
Vampires are stronger and smarter than the average human (or bear for that matter) but their sanity is just not what it used to be. Some vampires are totally bonkers.
Alignment:
Always Evil. Just think of it like this: what sort of alignment do mosquitos have?
Level Adjustment: +1
Vampires in society: Vampires look and act very human and if properly fed or buried can remain unnoticed for centuries. But they do often gather in formal cabals or “Courts” which are color coded for two reasons. One Its easier to remember and vampires think its just about the coolest thing ever.
The Blue Court is made up of noble vampires. They will only drink the blood of the mortal nobility. Any member of the Blue Court caught drinking common blood is cast out.
The Red Court is made up of vampires who weren’t cool enough to get into any other Court so they made their own. These vampires often end up becoming lackeys of other Courts in the hopes of gaining future membership. They are also very gullible.
The Black Court thinks it is one of the most secret of secret Courts and has very elaborate initiation rituals and tests. It is actually the most well known of all the Courts because members love to show off and drophints of their exclusive membership.
The White Court is odd.
The Green Court is madeup of feral vampires that hunt in packs much like wolves. Gaining membership is easy, just kill an existing member.
The Yellow Court is even more odd than the White Court.
There is no Pink Court.
Edit: Oops sorry about the line breaks.:smallredface:
Edit Edit:Its -4 Wis now.
Edit Edit Edit (also wik): +4 to Charisma checks. Thanks for the suggestions.:smallsmile: