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Thread: LA 0 Playable Vampires! (3.5 PEACH)

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    Default LA 0 Playable Vampires! (3.5 PEACH)

    Vampire



    "He can't get in without an invitation!" *the window breaks, and a molotov cocktail explodes, blowing the door open* "You don't need an invitation if there's no house!" -Fright Night

    Some historians claim that the legend of vampires started in Transylvannia during the rule of Vlad the Impaler, others say it was the result of uninformed commoner's descriptions of victims of anemia in old times.

    Regardless of how the legends started, the fact is that vampires are the sexiest, baddest, deadliest undead around, and if a player wants to roll one, he should be able to without dealing with a +8 Level Adjustment.


    Creating a Vampire
    "Vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

    A vampire uses all the base creature’s statistics and special abilities except as noted here:


    Size and Type:

    The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

    Hit Dice:
    Increase all current and future Hit Dice to d12s.

    Speed:
    Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).

    Armor Class:
    Same as the base creature

    Attack:
    A vampire retains all the attacks of the base creature. If the base creature can use weapons, the vampire retains this ability.

    Special Attacks:
    A vampire retains all the special attacks of the base creature and gains those described below.

    Blood Drain (Ex):
    A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

    Charm (Su):
    A vampire can set a person's mind at ease just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save (DC 10 + 1/2 character level + Charisma mod) or fall instantly under the vampire’s influence as though by a charm person spell (caster level equal to the vampire's HD, to a maximum of 12th at 12th level). The ability has a range of 30 feet. The vampire may only use this ability once per day per character level, to a maximum of 3 times per day at 3rd level and beyond.

    Curse of the Vampire:
    If the vampire drains a victim’s Constitution score to 0 or lower by using his Blood Drain ability, the victim returns as a vampire in 1d4 days, as long as it had 5 or more HD. The victim is a free-willed undead and his sire has no special influence or control over him.

    Special Qualities:
    A vampire gains retains all special qualities he had in life, but gains no new qualities.

    Abilities:
    As an undead creature, a vampire has no Constitution score.


    Challenge Rating:
    Same as the base creature, but +1 for every 2 [Vampire] feats the vampire has taken.

    Alignment:
    Always evil (any)

    Level Adjustment:

    Same as the base creature +0

    Vampire Weaknesses

    For all their power, vampires have a number of weaknesses.

    Repelling a Vampire:
    Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

    Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

    They are utterly unable to enter a home or other private residence unless invited in by someone with the authority to do so. A private residence is defined as a place that is owned by a specific person or person, legally. If no deed to the property exists, the space is treated as public to the vampire. A space whose total area exceeds 3000 square feet is never considered to be a private residence, even if a deed for such a space exists. However, inside one of these large spaces where a deed does exist, the vampire is unable to enter a private bedroom or other area whose primary purpose is for resting and whose ownership belongs clearly to an individual or a specific group of individuals who share the space equally (unless he has permission from the individual or from one or more of the group of individuals who own the space). Vampires may freely enter public places, since these are by definition open to all.

    A vampire is intensely weakened in direct sunlight. The vampire is unable to use any supernatural abilities he receives from this template or from any (Vampire) feats while he is exposed to direct sunlight, nor is he able to cast spells, spell-like abilities, manifest psionic powers or psi-like abilities, or use command word/trigger magic items while he is exposed to direct sunlight, no matter their source. The vampire's gaseous form is the sole exception to this weakness (but not his noxious form).

    Additionally, while a vampire is exposed to direct sunlight, he takes a -4 penalty to all attack rolls, skill checks, ability checks, opposed checks, and saving throws, and is treated as if his HD was 10 less than it actually is for the purposes of being turned or destroyed (but not rebuked or commanded) (minimum of 1 HD).

    The vampire is treated as an undead who has a weakness to sunlight for the purpose of certain spells, such as sunburst.

    Slaying a Vampire:
    Immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster.
    Last edited by NeoSeraphi; 2012-03-11 at 01:28 AM.