Tyrolin
2007-11-03, 09:09 PM
Vampire revamped
Vampire is an acquired template that can be added to any creature
Size and Type : The creature's type changes to undead. That's it.
Hit Dice : All become d12's. A vampire gains +2 HP per HD that was or would have been a d12 before this increase
Speed : Twice base creatures
AC : Natural armor increases by +6
Attacks : A Vampire gains a claw attack with damage appropriate to it's size (in table below) + Same as base creature
Full Attack : Weapon = primary + claw secondary, or claw primary
Damage: Claw attack :
fine 1
dimin. 1d2
tiny 1d3
small 1d4
med 1d6
large 1d8
huge 2d6
gar 2d8
col 4d6
Special attacks : Saves are 10 + 1/2 the vampire's HD + vampire's CHA mod. Same as base creature +
Blood Drain : Pin = 1d4 con damage from blood drain. As a full round action, the vampire can make an attack
against a foe's AC + 10 to do the same, though it incurs an attack of opportunity as it must enter it's opponents square.
it gains HP/ heals non-lethal damage = to its damage dealt X it's opponents CON. Any HP in excess of this is gained as temp. HP
Dominate : As a standard action the vampire can affect one humanoid who meets it's gaze as though it had cast
Dominate person on that humanoid. Caster level is 10 or the vampire's HD, whichever is higher.
Create spawn : Lesser Vampires and Vampire Spawn are under the control of their creators. Their creators can find
any creature under their command by concentrating on them as a standard action. They also sense when either rises.
Vampire Spawn : If a creature is killed by the vampire's blood drain special attack, it rises as vampire
spawn 1d4 days later.
Lesser Vampire : If a creature is killed by the vampire's blood drain special attack, and then is forced to consume
blood from it's killer before it rises as spawn rises in it's time as a vampire instead.
Sepire : If a creature is not killed by a vampire's blood drain special attack, but loses at least half it's CON to one,
it must suceed on a Fort save or enter a catatonic state 1d3 hours later, and awake 1d4 days after that as a Sepire.
Special qualities :
Damage Reduction +10 / silver and +1 per 4 HD of the vampire. (lvl 1-4 +1, lvl 5-8 +2, etc)
Fast healing 5 : A vampire loses this trait if it is a 0 health
Vampiric Toughness : A vampire cannot be brought below 0 health. Instead, it falls unconcious for one hour or
until it gains one hp
Resistances : cold and electricity 10
Spider climb : as the spell (caster level 5th)
Turn Resistance +4
Abilities : As undead, a vampire loses it's CON score. When first created, a vampire gains + 20 total ability points.
It can increase any of it's ability scores other than CON permanently with these points, though none by more than +10.
Skills : a vampire gains a +8 racial bonus on bluff, hide, listen, move silently, sense motive, and spot checks
Feets : as base creature
Challenge Rating : as base creature + 2ish
Alignment : Usually evil (any). This is because the vampire is usually ordered to do things that
are evil, as good vampires seldom attempt to create spawn. However, some break free of their master's control and
attempt to find someone to cast atone for them.
Repelling a Vampire : as monster manual except : no garlic problems, no mirror problems
Slaying a Vampire :
Staking : staking a vampire destroys it, though if the stake is removed it is considered to have 0 HP
Decapitation : removing a vampire's head completely destroys it
Sunlight : Sunlight has various effects on a vampire, depending on it's feeding cycle. : Non-feeding effects on a vampire
Fed less than one day ago : No effect : no effect
Fed less than two days ago : Dazed : loses resistances + turn resistance
Fed less than three days ago : 1d6 fire damage / round : loses Spider Climb
Fed less than four days ago : Loses half it's total HP each round : loses Dominate
Fed longer than five days ago : Destroyed instantly : Staggered
Feeding for a vampire means draining 1d4 CON from any living creature with blood or a similar fluid
The Sepire
The Sepire is a template / ability. Much like the lycanthrope, the base creature gains all of the abilities of this template when it succeeds on a
DC 18 control shape check.
Size and Type : the base creature gains the shapechanger subtype
Hit Dice : All increase by one step. A Sepire gains +2 HP per HD that was or would have been a d12 before this increase
Reroll the HP for the base creature in Sepire form and keep it seperate so you don't have to over and over again
Speed : Same
AC : Natural armor increases by +3
Attacks : A Sepire gains a claw attack with damage appropriate to it's size (in table below) + Same as base creature
Full Attack : Weapon = primary + claw secondary, or claw primary
Damage: Claw attack :
fine 1
dimin. 1d2
tiny 1d3
small 1d4
med 1d6
large 1d8
huge 2d6
gar 2d8
col 4d6
Special attacks : Saves are 10 + 1/2 the Sepire's HD + vampire's CHA mod. Same as base creature +
Blood Drain : Pin = 1d4 con damage from blood drain. As a full round action, the Sepire can make an attack
against a foe's AC + 10 to do the same, though it incurs an attack of opportunity as it must enter it's opponents square.
it gains HP/ heals non-lethal damage = to its damage dealt X it's opponents CON mod. Any HP in excess of this is gained as temp. HP
Dominate : As a standard action the Sepire can affect one humanoid who meets it's gaze as though it had cast
Dominate person on that humanoid. Caster level is 10 or the vampire's HD, whichever is higher.
Vampiric Weakness : Should the Sepire ever drain the blood of a vampire, the Sepire falls into a catatonic state 1d3 hours
later, and rises 1d4 days later as a vampire, and master of the vampire who's blood it drained, should the vampire still be alive (/ unalive)
Special qualities :
Damage Reduction +5 / silver and magic.
Fast Healing 2 :
Resistances : cold and electricity 5
Spider climb : as the spell (caster level 5th)
Abilities : When first created, a Sepire gains + 15 total ability points. It can increase any of it's ability scores permanently with
these points, though none by more than +8.
Skills : a Sepire gains a +4 racial bonus on bluff, hide, listen, move silently, sense motive, and spot checks. A Sepire gains the control shape (cha) skill
Feets : as base creature
Challenge Rating : as base creature + 2ish
Alignment : Any. The Sepire may feed on a willing victim or animal in Sepire form, though eating while a normal person is the
same.
Repelling a Sepire : as vampire
Slaying a Sepire :
Staking : staking a Sepire kills it
Decapitation : removing a Sepire's head completely destroys it
Sunlight : Sunlight has various effects on a Sepire in Sepire form, depending on it's feeding cycle : Non-feeding effects
Fed less than one day ago : No effect : no effects
Fed less than two days ago : Dazed : loses resistances + turn resistance
Fed less than three days ago : 1d6 fire damage / round : loses Spider Climb
Fed less than four days ago : Loses half it's total HP each round : loses Dominate
Fed longer than five days ago : Destroyed instantly : Staggered
Feeding for a Sepire is as a vampire while in Sepire form, or eating as normal for a creature of it's type/race
Vampire is an acquired template that can be added to any creature
Size and Type : The creature's type changes to undead. That's it.
Hit Dice : All become d12's. A vampire gains +2 HP per HD that was or would have been a d12 before this increase
Speed : Twice base creatures
AC : Natural armor increases by +6
Attacks : A Vampire gains a claw attack with damage appropriate to it's size (in table below) + Same as base creature
Full Attack : Weapon = primary + claw secondary, or claw primary
Damage: Claw attack :
fine 1
dimin. 1d2
tiny 1d3
small 1d4
med 1d6
large 1d8
huge 2d6
gar 2d8
col 4d6
Special attacks : Saves are 10 + 1/2 the vampire's HD + vampire's CHA mod. Same as base creature +
Blood Drain : Pin = 1d4 con damage from blood drain. As a full round action, the vampire can make an attack
against a foe's AC + 10 to do the same, though it incurs an attack of opportunity as it must enter it's opponents square.
it gains HP/ heals non-lethal damage = to its damage dealt X it's opponents CON. Any HP in excess of this is gained as temp. HP
Dominate : As a standard action the vampire can affect one humanoid who meets it's gaze as though it had cast
Dominate person on that humanoid. Caster level is 10 or the vampire's HD, whichever is higher.
Create spawn : Lesser Vampires and Vampire Spawn are under the control of their creators. Their creators can find
any creature under their command by concentrating on them as a standard action. They also sense when either rises.
Vampire Spawn : If a creature is killed by the vampire's blood drain special attack, it rises as vampire
spawn 1d4 days later.
Lesser Vampire : If a creature is killed by the vampire's blood drain special attack, and then is forced to consume
blood from it's killer before it rises as spawn rises in it's time as a vampire instead.
Sepire : If a creature is not killed by a vampire's blood drain special attack, but loses at least half it's CON to one,
it must suceed on a Fort save or enter a catatonic state 1d3 hours later, and awake 1d4 days after that as a Sepire.
Special qualities :
Damage Reduction +10 / silver and +1 per 4 HD of the vampire. (lvl 1-4 +1, lvl 5-8 +2, etc)
Fast healing 5 : A vampire loses this trait if it is a 0 health
Vampiric Toughness : A vampire cannot be brought below 0 health. Instead, it falls unconcious for one hour or
until it gains one hp
Resistances : cold and electricity 10
Spider climb : as the spell (caster level 5th)
Turn Resistance +4
Abilities : As undead, a vampire loses it's CON score. When first created, a vampire gains + 20 total ability points.
It can increase any of it's ability scores other than CON permanently with these points, though none by more than +10.
Skills : a vampire gains a +8 racial bonus on bluff, hide, listen, move silently, sense motive, and spot checks
Feets : as base creature
Challenge Rating : as base creature + 2ish
Alignment : Usually evil (any). This is because the vampire is usually ordered to do things that
are evil, as good vampires seldom attempt to create spawn. However, some break free of their master's control and
attempt to find someone to cast atone for them.
Repelling a Vampire : as monster manual except : no garlic problems, no mirror problems
Slaying a Vampire :
Staking : staking a vampire destroys it, though if the stake is removed it is considered to have 0 HP
Decapitation : removing a vampire's head completely destroys it
Sunlight : Sunlight has various effects on a vampire, depending on it's feeding cycle. : Non-feeding effects on a vampire
Fed less than one day ago : No effect : no effect
Fed less than two days ago : Dazed : loses resistances + turn resistance
Fed less than three days ago : 1d6 fire damage / round : loses Spider Climb
Fed less than four days ago : Loses half it's total HP each round : loses Dominate
Fed longer than five days ago : Destroyed instantly : Staggered
Feeding for a vampire means draining 1d4 CON from any living creature with blood or a similar fluid
The Sepire
The Sepire is a template / ability. Much like the lycanthrope, the base creature gains all of the abilities of this template when it succeeds on a
DC 18 control shape check.
Size and Type : the base creature gains the shapechanger subtype
Hit Dice : All increase by one step. A Sepire gains +2 HP per HD that was or would have been a d12 before this increase
Reroll the HP for the base creature in Sepire form and keep it seperate so you don't have to over and over again
Speed : Same
AC : Natural armor increases by +3
Attacks : A Sepire gains a claw attack with damage appropriate to it's size (in table below) + Same as base creature
Full Attack : Weapon = primary + claw secondary, or claw primary
Damage: Claw attack :
fine 1
dimin. 1d2
tiny 1d3
small 1d4
med 1d6
large 1d8
huge 2d6
gar 2d8
col 4d6
Special attacks : Saves are 10 + 1/2 the Sepire's HD + vampire's CHA mod. Same as base creature +
Blood Drain : Pin = 1d4 con damage from blood drain. As a full round action, the Sepire can make an attack
against a foe's AC + 10 to do the same, though it incurs an attack of opportunity as it must enter it's opponents square.
it gains HP/ heals non-lethal damage = to its damage dealt X it's opponents CON mod. Any HP in excess of this is gained as temp. HP
Dominate : As a standard action the Sepire can affect one humanoid who meets it's gaze as though it had cast
Dominate person on that humanoid. Caster level is 10 or the vampire's HD, whichever is higher.
Vampiric Weakness : Should the Sepire ever drain the blood of a vampire, the Sepire falls into a catatonic state 1d3 hours
later, and rises 1d4 days later as a vampire, and master of the vampire who's blood it drained, should the vampire still be alive (/ unalive)
Special qualities :
Damage Reduction +5 / silver and magic.
Fast Healing 2 :
Resistances : cold and electricity 5
Spider climb : as the spell (caster level 5th)
Abilities : When first created, a Sepire gains + 15 total ability points. It can increase any of it's ability scores permanently with
these points, though none by more than +8.
Skills : a Sepire gains a +4 racial bonus on bluff, hide, listen, move silently, sense motive, and spot checks. A Sepire gains the control shape (cha) skill
Feets : as base creature
Challenge Rating : as base creature + 2ish
Alignment : Any. The Sepire may feed on a willing victim or animal in Sepire form, though eating while a normal person is the
same.
Repelling a Sepire : as vampire
Slaying a Sepire :
Staking : staking a Sepire kills it
Decapitation : removing a Sepire's head completely destroys it
Sunlight : Sunlight has various effects on a Sepire in Sepire form, depending on it's feeding cycle : Non-feeding effects
Fed less than one day ago : No effect : no effects
Fed less than two days ago : Dazed : loses resistances + turn resistance
Fed less than three days ago : 1d6 fire damage / round : loses Spider Climb
Fed less than four days ago : Loses half it's total HP each round : loses Dominate
Fed longer than five days ago : Destroyed instantly : Staggered
Feeding for a Sepire is as a vampire while in Sepire form, or eating as normal for a creature of it's type/race