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Thread: Tweaking vampires(pathfinder)(Moved)

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    Bugbear in the Playground
     
    HalflingPirate

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    Jan 2013
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    Default Re: Tweaking vampires(pathfinder)(Moved)

    That's actually the thing, I couldn't figure out what new things to add to elder and ancient other than a couple basic ideas.

    Combustion's a new thing, I couldn't find something that did it in core material, but pretty much it is pyrokinesis. The vamp designates a nearby target, makes a ranged touch attack, the target is forced to make a fort save. If they succeed, they take 5d6 fire damage. If they fail, 10d6. Undead take double damage.

    In my setting, these are their weaknesses.

    Garlic- Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.
    Mirrors and holy Symbols- They recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature.Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
    Invitation- Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
    Stakes- Driving a stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
    Running Water- Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed.
    Sunlight- When a vampire is exposed to sunlight, they lose the following powers: Dominate, Energy Drain, Change Shape(they become trapped in whatever form they are in upon exposure), Gaseous Form(unless reduced to 0 hp- they won’t regain their powers as usual from 8 hours of torpor).
    They can only regain their powers by resting in their coffin for 8 hours- Torpor.
    Daytime Exhaustion- If they do not sleep during the day, they suffer from Exhaustion, and take -6 charisma damage.

    I'm thinking, at least for elder, exhaustion is reduced to fatigue and they no longer lose their powers.

    Stakes don't necessarily need to be made of wood, iron and silver work fine too, as long as it pins them to the ground.

    Do you think that Fledglings and Neonates should still take gaseous form when reduced to 0 hp? I felt that Gaseous Form should be a later ability, but wondered if that should be an exception.
    Last edited by MonkeySage; 2014-08-17 at 11:40 AM.