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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

EvilElitest
2007-11-03, 09:11 PM
fluff please, and why you want these changes. what vampire are you basing this after?
from,
EE

Tyrolin
2007-11-03, 09:16 PM
It started with "not all vampires are evil" and then did a kind of magnification from there. Then the dhampir made it's way onto the scene after reading a few books, and here we are. I thought I'd get some help in case I really messed anything up.

Closet_Skeleton
2007-11-04, 05:45 AM
The D&D vampire is a very odd one so there's nothing inherently wrong about tweaking it a bit.


Dhampir : 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 enters a catatonic state 1d3 hours later, and awakes 1d4 days after that as a dhampir.

The term "Dhampir" refers specifically to the offspring of vampires through sexual reproduction (if dragons can breed with humans why can't corpses?). If you want to create a differant form of half vampire you should use a differant name. It's not like there's a shortage of names for alternate vampires.

What I did in my d20 modern campaign was use the Disease rules for vampires. I made the disease deal constitution damage and charisma damage. If you recovered from the disease you became a carrier who was otherwise human but could infect people through blood contact (or even other fluid exchanges), if your charisma reached 0 you became a living vampire and if your consitution reached 0 you just died (this was supposed to be a non-magical setting, so no undead vampires).

A D&D interpretation of this which could fit into your template would be that if they died of constitution damage from the disease or blood they rose from the dead as vampires. If they recovered from the disease they would have to make a second fortitude save or become a half vampire.


Regeneration 5 : Fire bypasses a vampires damage reduction, holy water does if the vampire is evil, unholy water
does if the vampire is good, and both holy and unholy water bypass it if the vampire is neutral.

By RAW, Regeneration is only appliable to creatures with a Con score.

Being hurt by unholy water if you're a good vampire doesn't really work. Unholy water only hurts things like good outsiders which are made of pure goodness. If alignment is a moral choice for your vampires they shouldn't be able to choose which alignment of god has it in for their physical matter, it just doesn't make sense. I would remove the water thing entirely or make them hurt by both holy or unholy water whatever their alignment.


Alignment : Any. This reflects the vampire's ability to feed only on willing victims or animals, taking the minimum amount for survival per day (1d4, from one blood drain special attack).

The standard D&D cosmology assumes that becoming undead is an evil process, so you should think a bit about the huge can of worms you're opening and adjust every other form of undead accordingly. The vampires you just created also have a nasty habit of creating half vampires even if they don't kill people. Creating more and more blood drinking monsters isn't really a good thing. There's also the idea that such cravings might drive a human completely insane.

Also, when you have a domination gaze, "willing" targets takes a slightly differant meaning. Especially if the vampire doesn't actually realise how his own gaze attack works. I personally prefer to change the domination gaze into a paralysis or charm gaze, this lets the vampire transfix or seduce people it wants to bite but stops it mind controlling everything, which I've only seen D&D vampires ever do.

Tyrolin
2007-11-04, 01:49 PM
Ok. Fixes as of now include:
Regeneration changed to fast healing, and vampire's given the vampiric toughness ability
Dhampir name change to Sepire
Sepire added Fort save to resist
Changed alignment, but left room for creativity. And imagine the difficulty in finding a cleric who wouldn't kill you on sight!

I left the dominate person gaze alone because it's a very characteristic thing. However, wouldn't a vampire dominating someone into 'willingly' giving up their blood count as an evil act?

Anything I missed? Let me know.

EvilElitest
2007-11-04, 02:14 PM
what is this Dhampir a reference to?
from,
EE

BisectedBrioche
2007-11-04, 03:06 PM
You might want to change the format of the OP, I found it a bit hard to read.

Closet_Skeleton
2007-11-05, 12:16 PM
what is this Dhampir a reference to?
from,
EE

Balkan mythology.