A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Default Kindred (LA+1 vampire race from Vampire: The Masquerade)

    Here we go, Longbow520 and demonslayerelf! My attempt at converting the Kindred from Vampire: The Masquerade :) . I fully admit I've only played the computer games (Bloodlines, Redemption) and not the original tabletop version, so I'm sure a lot of the flavour and nuances get lost in translation.

    This is a template (i.e. Vampire) in racial form - the idea is that PCs were 0th-level mortals with no feats/skills/etc before being Embraced so even though they’re human they don’t get the human bonus feat etc..

    1. Kindred
    2. Clans
    3. Discipline Feats
    4. Other Feats & Beastiary (TBD)

    Kindred


    Physical Description: Once mere humans, Kindred generally retain the appearance they had in mortal life (especially if they have recently fed and are flushed with Vitae). They exhibit only subtle changes after the Embrace, such as an unhealthy pallour, pronounced incisors or canines, and sometimes even pale or luminous eyes. The obvious exception would be members of Clan Nosferatu, who are twisted into emaciated wretches with bat-like ears, ashen flesh, and long talons.

    Society: Kindred are divided both by Clan and by Sect, though there is some overlap.

    A Kindred's Clan is determined by the Clan of their Sire - a Kindred that is Embraced by a Toreador will become a Toreador, and will herself Sire only Toreadors when she performs the Embrace. Kindred Clans determine the powers they will exhibit and their general relationships with Kindred of other Clans.

    The Clans are themselves organised into three main Sects - the Camarilla, the Sabbat, and the Anarchs. The self-appointed vampire nobility of the Camarilla work to preserve the Masquerade, which keeps mortals unaware of the existence of Kindred. The vicious Sabbat revel in their undead natures and seek to rule over mortals, and care not for the Masquerade. The free-spirited Anarchs wish to preserve the Masquerade but chafe at the Camarilla's manipulations.

    Most Clans are officially aligned with the Camarilla or at least the Anarchs. Some few clans are neutral (such as the unscrupulous Clan Giovanni), and some are openly and exclusively aligned with the Sabbat - most notably the fiendish Clan Tzimisce. Kindred from a non-Sabbat Clan that defect to the Sabbat in pursuit of power are known as "antitribu".

    Relations: Kindred relations are quite complex, both with other and with other races. A detailed description of vampire politicking is beyond the scope of this article but suffice it to say that most Kindred (apart from the bestial Sabbat) seek to conceal their natures from non-Kindred - there is safety in obscurity.

    Alignment and Religion: Kindred originally maintain the alignments they had in life, but this of course may change as the many long years of their immortality pass by - or much sooner, if the Beast is indulged! Camarilla tend towards lawful alignments (but are by no means good), and Anarchs tend towards chaotic alignments (but are by no means evil). Vampires that join the Sabbat are almost always fully corrupted, revelling in both chaos and evil.

    Adventurers: Kindred by their nature must being cunning and ambitious to survive - whether in the vampire courts or simply to be able to feed and live amongst mortals without being hunted down. The particular character classes they gravitate towards are determined by their Clan.


    Kindred Racial Traits
    +2 Strength: Kindred are superhumanly strong. As undead creatures with the mortal subtype, they possess Constitution scores. A Kindred's Clan may also grant them additional ability score bonuses or penalties.

    Medium: Kindred are Medium creatures and receive no bonuses or penalties due to their size.

    Normal Speed: Kindred have a base speed of 30 feet.

    Undead: Kindred are undead with the mortal subtype.

    Spoiler: Mortal Subtype
    Show
    Mortal (Ex): This creature lacks the immunities normally granted by virtue of its type. If it would have any nonabilities, it instead rolls ability scores for those attributes as a normal creature. Finally, a creature of this type may only assume humanoid forms when using the alter self spell.

    Darkvision: Kindred have darkvision out to 60 feet.

    Claws (Ex): A Kindred has a two primary natural claw attacks that deal 1d4 damage each.

    Clan (Ex): A Kindred joins the Clan of its Sire (see below) when it is first Embraced.

    Damage Reduction (Su): A Kindred has damage reduction/magic or silver equal to its character level.

    Drain Vitae (Ex) A Kindred can suck "Vitae" (blood) from a living victim or another Kindred with its fangs by making a successful grapple check. If it pins the foe, it drains Vitae, dealing 1d4 points of Constitution damage each round the pin is maintained. On each such successful attack, the Kindred gains 5 temporary hit points. Living creatures without blood are immune to this ability.

    Spoiler: Feed Attempt
    Show
    A "Feed Attempt" is any grapple check made by a Kindred to use its Drain Vitae ability, whether just the once or to drain a creature all the way to Constitution 0.


    Frenzy (Ex): A Kindred is always fighting against the Beast within. Whenever it is involved in combat that lasts longer than one round per character level, it must make a special Concentration check known as a "Frenzy check" (DC 10 plus the total damage it has taken in the last round) at the start of its turn each round. If it fails the check, it immediately enters a "Frenzy".

    A Frenzying Kindred rages as a barbarian of its character level, including the Greater Rage and Mighty Rage class features as appropriate. The Kindred attacks the nearest creature (whether friend or foe), making Feed Attempts on that creature if possible but resorting to attacks with its melee or natural weapons if not. If it slays that creature it proceeds to attack the next nearest creature, and so on until either all enemies have been slain, it has drained a creature to Constitution 0, or the Kindred is itself destroyed. To end this rage prematurely the Kindred must succeed on another Frenzy check (DC 20 plus the total damage it has taken in the last round); the Frenzy otherwise lasts indefinitely. A Kindred is not fatigued at the end of a Frenzy.

    A Frenzying Kindred gains the [Chaos] and [Evil] subtypes and is immune to charm and compulsion effects. Calm emotions and similar effects can end a Frenzy.

    A Kindred with levels in barbarian may rage as normal, but is still susceptible to Frenzying (if it Frenzies while raging, all bonuses and penalties from the rage and the Frenzy are cumulative).

    Kiss of the Vampire (Su) A Kindred that successfully deals at least 1 Constitution point of damage with its Drain Vitae special attack induces a paralytic, soporific euphoria in its victim. The target must succeed in a Will save (DC 10 plus one-half the Kindred's character level plus the Kindred's Charisma modifier) or be paralysed for one minute, and furthermore lose all recollection of the last 5 minutes as if by modify memory (caster level = Kindred's character level). This is a mind-affecting morale effect. Other Kindred are immune to this ability.

    Living Dead (Ex): Kindred have a +2 racial bonus on saves against any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). They are immune to diseases and poisons that do not specifically affect undead. They do not need to eat (though they must consume Vitae), breathe, or sleep.

    Rapid Healing (Ex): A Kindred heals hit points and ability damage every hour rather than every day. It heals nonlethal damage every minute rather than every hour.

    Regeneration (Su): A Kindred has regeneration 0 (this functions exactly as standard regeneration save that the Kindred does not automatically heal any hit points each round). This regeneration is overcome by magic weapons, silver weapons, holy water, spells, and all types of energy damage (including sunlight). Furthermore, a Kindred that has nonlethal damage greater than its current hit points may be killed by being beheaded or by having a wooden stake driven through its heart.

    The Beast (Ex): The Beast is the amoral survival instinct that lurks in the heart of each Kindred; a Kindred that indulges their baser instincts risks freeing the Beast more and more often (by Frenzying). Kindred take bonuses and penalties on Frenzy checks according to factors corresponding to how well (or poorly) they have suppressed their Beasts, as shown below. All modifiers are cumulative.

    Factor Frenzy Modifier
    Lawful alignment +2
    Chaotic alignment -2
    Good alignment +1
    Evil alignment -1
    Monk +1
    Paladin +2
    Bard -1
    Barbarian -2

    A Kindred's Clan may provide further modifiers on Frenzy checks.

    Furthermore, acts of particular savagery or cruelty by a Kindred (even outside of combat) may trigger a Frenzy check, at the DM's discretion. The DM may choose to impose a cumulative -1 penalty on a Kindred's Frenzy checks for each lethal Feed Attempt they have made on an innocent humanoid (in addition to any alignment-based penalties to that Kindred's Frenzy checks), even if they involuntarily made those Feed Attempts involuntarily e.g. while Frenzying.

    Finally, a Kindred that has gone more than 24 hours without dealing at least 2 points of Constitution damage via its Drain Vitae special attack must make a Frenzy check every hour (DC 10, plus 2 for each hour beyond 24 that it has not fed).

    Vampire Vulnerabilites (Ex): Many of the archetypal weaknesses of Kindred have no factual basis, but there are some that hold true:

    Holy Water: Kindred take double the normal damage that an undead creature would take from holy water.
    Mirrors: Kindred cast no reflections in mirrors (and may be identified thereby).
    Sunlight: A Kindred takes 1d6 points of lethal damage for each round it is exposed to natural sunlight. This may be circumvented by certain spells, at the DM's option.

    Feats: A Kindred's Clan determines which [Discipline] Feats it may select.

    Skills: A Kindred's Clan grants it certain bonus class skills.

    Languages: Kindred speak any languages they knew in life as humans. (Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.)

    Level Adjustment: +1.

    Favoured Class: A Kindred's favoured class is determined by their Clan Feat.
    Last edited by rferries; 2017-08-03 at 04:37 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Vancouver <-> Dublin
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    Male

    Default Re: Kindred (LA+1 vampires from Vampire: The Masquerade)

    Kindred Clans
    Here are the seven Clans playable in VtM:B. I may add other NPC clans from that game and from Redemption if there's sufficient interest - I'm sure everyone wants to be a Tzimisce :D

    Each Clan gives you a bit of lore, alters your ability scores, determines the [Discipline] feats you can take, grants you certain bonus class skills, and determines your favoured class. They each grant certain unique advantages and drawbacks as well. The format is as follows:

    Ability Scores: These are in addition to the base +2 Strength for being Kindred.
    Disciplines: The Kindred may select these [Discipline] feats.
    Skills: These skills are always considered class skills for the Kindred.
    Favoured Class: Varies
    Advantage: Varies
    Drawback: Varies

    Brujah

    The Brujah are inheritors of a majestic and ancient legacy, which is unfortunate. Tonight's Brujah seem less like a clan and more like a mob. Punks, terrorists, revolutionaries, criminals, gangbangers and the like make up the Brujah; the clan seems to be united in nothing save its contempt for the institutions of vampire and mortal society. Well, this is not entirely true; Clan Brujah are among the most savage vampires, and the most trivial slight or annoyance may trigger a howling Brujah frenzy.

    The Brujah's disunity keeps the clan tenuously in the Camarilla, but Brujah thugs routinely defect to the anarchs, the better to strike against their hated elders. Even the "tamer" Brujah annoy the elders and princes routinely through acts of defiance and rebellion. Despite their recalcitrance, however, Brujah are valued as warriors; they are perhaps the most dangerous vampires in a straightforward battle. To anger a Brujah is nigh suicidal - and Brujah are notorious for their tempers.


    Ability Scores: +2 Charisma, -2 Wisdom
    Disciplines: Celerity, Potence, Presence
    Skills: Bluff, Gather Information, Knowledge (local), Intimidate
    Favoured Class: Fighter
    Advantage: Gain a fighter bonus feat at character creation.
    Drawback: -2 penalty on Frenzy checks.

    Gangrel

    Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.

    Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate.


    Ability Scores: +2 Wisdom, -2 Charisma
    Disciplines: Animalism, Fortitude, Protean
    Skills: Climb, Knowledge (nature), Survival, Swim
    Favoured Class: Druid
    Advantage: While Frenzying gain an additional +2 Constitution, Dexterity, and Strength.
    Drawback: -1 penalty on Frenzy checks.

    Malkavian

    At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with).

    Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.


    Ability Scores: +2 Charisma, -2 Wisdom
    Disciplines: Auspex, Dementation, Obfuscate
    Skills: Listen, Search, Sense Motive, and Spot checks.
    Favoured Class: Bard
    Advantage: Bardic knowledge as a bard of their character level (+2 bonus if already a bard), for Wisdom-based skill checks and for qualifying for Auspex use either their Charisma score or their Wisdom score (whichever is greater)
    Drawback: Must roleplay incurable madness of some kind (not necessarily foaming at the mouth, can be subtle Hannibal Lecter-type sociopathy). See this page for examples (under Derangement/Insanity); a Malkavian could also be schizophrenic, suffer from Dissociative Identity Disorder, etc.

    Nosferatu

    Caine's childer are called "The Damned," and no vampires embody this more than do the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must.

    Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu. Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. You mess with one, you mess with 'em all - and that can get messy indeed.


    Ability Scores: +2 Dexterity, -2 Charisma
    Disciplines: Animalism, Obfuscate, Potence
    Skills: Bluff, Disguise, Hide, Move Silently
    Favoured Class: Rogue
    Advantage: Gain maximum Vitae from rats and other vermin; automatically succeed on Survival checks to obtain Vitae in urban areas.
    Drawback: -4 penalty on Diplomacy checks with non-Nosferatu Kindred and with any other creatures unaccustomed to such monstrous visages, unless you are fully disguised.

    Toreador

    The Toreador are called many things - "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.

    To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence.


    Ability Scores: +2 Charisma, -2 Strength
    Disciplines: Auspex, Celerity, Presence
    Skills: Bluff, Diplomacy, Gather Information, Perform (any one, chosen at character creation)
    Favoured Class: Bard
    Advantage: Double all bonuses on Frenzy checks and all morale bonuses affecting the Kindred
    Drawback: Double all penalties on Frenzy checks and all morale penalties affecting the Kindred (e.g. crushing despair)

    Tremere

    Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned; the Tremere were formerly a cabal of human wizards who, hungering for immortal life, wrested the secrets of vampirism from unwilling Kindred. Such vile deeds earned the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line.

    Nonetheless, Clan Tremere holds a place in the Camarilla, for its members were instrumental in suppressing the Inquisition and supporting the Masquerade. Then, too, the Tremere have proved themselves dangerous enemies - and powerful allies. Tremere still practice a version of the arcane arts they studied in life, and so these "warlocks" use their sorcerous powers in service to the Camarilla almost as much as they use the Camarilla in service to themselves.


    Ability Scores: +2 Intelligence, -2 Constitution
    Disciplines: Auspex, Dominate, Thaumaturgy
    Skills: Concentration, Heal, Knowledge (any one, chosen at character creation), Spellcraft
    Favoured Class: Wizard
    Advantage: None
    Drawback: Cannot have more ranks in a Con-, Dex-, or Str-based skill than their character level.

    Ventrue

    Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good.

    In ancient nights, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy "old-money" families, ruthless corporate climbers, and politicians. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.


    Ability Scores: +2 Charisma, -2 Strength
    Disciplines: Dominate, Fortitude, Presence
    Skills: Diplomacy, Intimidate, Knowledge (history), Knowledge (nobility and royalty)
    Favoured Class: Sorcerer (Aristocrat? Variant Paladin?)
    Advantage: When using the Dominate [Discipline] feat, ignore the HD caps for daze monster and hypnotism.
    Drawback: Cannot make Survival checks to find Vitae, or accept Vitae from unknown sources (may only consume Vitae from healthy humanoids with Charisma 12 or greater).
    Last edited by rferries; 2017-08-03 at 02:48 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
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    Vancouver <-> Dublin
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    Default Re: Kindred (LA+1 vampires from Vampire: The Masquerade)

    Discipline Feats


    These feats allow Kindred to access their Clan's ancestral powers. Some are subtle, some are awe-inspiring.

    Unless otherwise noted, the save DC against a special attack granted by one of these feats is 10 plus one-half the Kindred's character level plus the Kindred's Charisma modifier.

    Unless otherwise noted, the save DC against a spell-like ability granted by one of these feats is 10 plus the spell level plus the Kindred's Charisma modifier. Caster level = Kindred's character level.

    A Kindred that has gone more than 24 hours without dealing at least 2 points of Constitution damage via its Drain Vitae special attack loses all the benefits of all of its [Discipline] feats until it feeds.

    n.b. I've tried to adhere to the "spirit" of each Discipline in this conversion; the tabletop game and each of the computer games have wildly differing ideas on what sort of powers the Disciplines should grant. I've also scrapped the idea of having to spend Vitae to use the powers, in favour of simple uses per day of the spell-like abilities (contingent on having fed recently). I'm still tempted to make some of them at-will supernatural powers (like a 3.5 vampire's dominating gaze) but we'll see if it's worth editing later on.

    Animalism [Discipline]
    You gain power over the creatures of the earth and air.

    Prerequisites
    Kindred (Gangrel or Nosferatu), character level 3rd, Wis 12.

    Benefits
    You gain the wild empathy ability as a druid of your character level (if you are already a druid, you gain a +2 racial bonus on wild empathy checks). You may use this power to influence vermin as well as animals at no penalty.

    You may use speak with animals and summon swarm as spell-like abilities three times per day each.

    Improved Animalism [Discipline]
    You can call particular allies from the wild to your defense.

    Prerequisites
    Kindred (Gangrel or Nosferatu), Animalism, character level 9th, Wis 12.

    Benefits
    You may use summon nature's ally as a spell-like ability three times per day. The level of the summon nature's ally spell is equal to one-half your character level (maximum summon nature's ally IX).

    Greater Animalism[Discipline]
    You can summon swarms that nourish you with the Vitae they extract from your foes.

    Prerequisites
    Kindred (Gangrel or Nosferatu), Animalism, Improved Animalism, character level 18th, Wis 12.

    Benefits
    You may use creeping doom and insect plague as spell-like abilities three times per day each. You are immune to the attacks of swarms you summon in this way. Any damage these swarms do to living creatures or Kindred is restored to you as healing (if you are at full health, you gain any excess as temporary hit points that last one hour). Any creature damaged by the swarm attacks of these swarms must save against contagion (as the spell, DC 14 plus your Charisma modifier, caster level = your character level).

    Auspex [Discipline]
    You gain supernatural awareness.

    Prerequisites
    Kindred (Malkavian, Toreador, or Tremere), character level 3rd, Wis 12.

    Benefits
    You gain a bonus on Listen, Search, Sense Motive, and Spot checks equal to one-half your character level.

    You may use detect thoughts and true strike as spell-like abilities three times per day each.

    Improved Auspex [Discipline]
    Your mystical insight lets you see beyond the material.

    Prerequisites
    Kindred (Malkavian, Toreador, or Tremere), Auspex, character level 9th, Wis 12.

    Benefits
    You may use legend lore and true seeing as spell-like abilities three times per day each.

    Greater Auspex[Discipline]
    Your third eye is open.

    Prerequisites
    Kindred (Malkavian, Toreador, or Tremere), Auspex, Improved Auspex, character level 18th, Wis 12.

    Benefits
    You may use foresight three times per day as a spell-like ability.

    Celerity [Discipline]
    You gain supernatural speed.

    Prerequisites
    Kindred (Brujah or Toreador), character level 3rd, Dex 12.

    Benefits
    You gain a +10 feet bonus to your base land speed.

    You may use cat's grace and expeditious retreat as spell-like abilities three times per day each.

    Improved Celerity [Discipline]
    Your agility is almost unmatched.

    Prerequisites
    Kindred (Brujah or Toreador), Celerity, character level 9th, Dex 12.

    Benefits
    You may use haste (on yourself only) at will as a spell-like ability.

    Greater Celerity[Discipline]
    You are as fast as thought.

    Prerequisites
    Kindred (Brujah or Toreador), Celerity, Improved Celerity, character level 18th, Dex 12.

    Benefits
    You may use time stop three times per day as a spell-like ability.

    Dementation [Discipline]
    Your madness is contagious.

    Prerequisites
    Kindred (Malkavian), Cha 12.

    Benefits
    You gain a bonus on Bluff and Intimidate checks equal to one-half your character level.

    You may use hideous laughter and lesser confusion as spell-like abilities three times per day each.

    Improved Dementation [Discipline]
    Your madness is a plague.

    Prerequisites
    Kindred (Malkavian), Dementation, character level 9th, Cha 12.

    Benefits
    You may use confusion and phantasmal horror as spell-like abilities three times per day each.

    Greater Dementation [Discipline]
    Your madness is lethal.

    Prerequisites
    Kindred (Malkavian), Dementation, Improved Dementation, character level 18th, Cha 12.

    Benefits
    You may use weird three times per day as a spell-like ability.

    Dominate [Discipline]
    Your gaze can suppress the willpower of others.

    Prerequisites
    Kindred (Tremere or Ventrue), character level 3rd, Cha 12.

    Benefits
    You gain a bonus on Gather Information and Intimidate checks equal to one-half your character level.

    You may use daze monster and hypnotism as spell-like abilities three times per day each.

    Improved Dominate [Discipline]
    Your willpower crushes that of your targets.

    Prerequisites
    Kindred (Tremere or Ventrue), Dominate, character level 9th, Cha 12.

    Benefits
    You may use modify memory and suggestion as spell-like abilities three times per day each.

    Greater Dominate [Discipline]
    Your will reigns supreme.

    Prerequisites
    Kindred (Tremere or Ventrue), Dominate, Improved Dominate, character level 18th, Cha 12.

    Benefits
    You may use dominate monster three times per day as a spell-like ability.

    Fortitude [Discipline]
    You are superhumanly tough.

    Prerequisites
    Kindred (Gangrel or Ventrue), character level 3rd, Con 12.

    Benefits
    You gain a +1 bonus on Fortitude saving throws. A natural roll of 1 is not an automatic failure for your Fortitude saving throws.

    You may use barkskin and mage armor as spell-like abilities three times per day each (on yourself only).

    Improved Fortitude [Discipline]
    You possess incredible resistance to harm.

    Prerequisites
    Kindred (Gangrel or Ventrue), Fortitude, character level 9th, Con 12.

    Benefits
    You may use resist energy and stoneskin as spell-like abilities three times per day each (on yourself only).

    Greater Fortitude [Discipline]
    You are virtually indestructible.

    Prerequisites
    Kindred (Gangrel or Ventrue), Fortitude, Improved Fortitude, character level 18th, Con 12.

    Benefits
    You may use hardening on yourself three times per day as a spell-like ability, as though you were an object. The hardening lasts one minute per character level (it is not permanent).

    Obfuscate [Discipline]
    You may pass unnoticed amongst others.

    Prerequisites
    Kindred (Malkavian or Nosferatu), character level 3rd, Dex 12.

    Benefits
    You gain a bonus on Bluff, Disguise, Hide, and Move Silently checks equal to one-half your character level.

    You may use disguise self and invisibility as spell-like abilities three times per day each (on yourself only).

    Improved Obfuscate [Discipline]
    You are almost undetectable.

    Prerequisites
    Kindred (Malkavian or Nosferatu), Obfuscate, character level 9th, Dex 12.

    Benefits
    You may use greater invisibility and nondetection as spell-like abilities three times per day each (on yourself only).

    Greater Dominate [Discipline]
    You are as stealthy as a shadow, and may shroud others.

    Prerequisites
    Kindred (Malkavian or Nosferatu), Improved Obfuscate, Obfuscate, character level 18th, Dex 12.

    Benefits
    You gain the Hide In Plain Sight special quality (if you already possess that ability, you gain a +2 racial bonus on Hide checks).

    You may use invisibility sphere, mind blank, and veil as spell-like abilities three times per day each.

    Potence [Discipline]
    You have preternatural strength.

    Prerequisites
    Kindred (Brujah or Nosferatu), character level 3rd, Str 12.

    Benefits
    Your natural weapons, as well as any weapons you wield, gain a +1 enhancement bonus on attacks and damage.

    You may use bull's strength and divine favour as spell-like abilities three times per day each (on yourself only).

    Improved Potence [Discipline]
    You are a mighty Kindred indeed.

    Prerequisites
    Kindred (Brujah or Nosferatu), Potence, character level 9th, Str 12.

    Benefits
    You may use greater magic fang and greater magic weapon as spell-like abilities three times per day each (on yourself only).

    Greater Potence [Discipline]
    You smite all foes that dare to stand against you.

    Prerequisites
    Kindred (Brujah or Nosferatu), Improved Potence, Potence, character level 18th, Str 12.

    Benefits
    You may use divine power and transformation as spell-like abilities three times per day each (on yourself only).

    You gain the Powerful Build special quality.

    Presence [Discipline]
    You have a magnetic force of personality.

    Prerequisites
    Kindred (Brujah, Toreador, or Ventrue), character level 3rd, Cha 12.

    Benefits
    You gain a bonus on Bluff, Diplomacy, and Gather Information checks equal to one-half your character level.

    You may use charm person and enthrall as spell-like abilities three times per day each.

    Improved Presence [Discipline]
    People are drawn to you like moths to a flame.

    Prerequisites
    Kindred (Brujah, Toreador, or Ventrue), Presence, character level 9th, Cha 12.

    Benefits
    You may use charm monster and good hope as spell-like abilities three times per day each.

    Greater Presence [Discipline]
    You are a truly majestic Kindred.

    Prerequisites
    Kindred (Brujah, Toreador, or Ventrue), Improved Presence, Presence, character level 18th, Cha 12.

    Benefits
    You may use greater command and mass charm monster as spell-like abilities three times per day each.

    Protean [Discipline]
    You have started on the path of reshaping your own body.

    Prerequisites
    Kindred (Gangrel), character level 3rd, Con 12.

    Benefits
    You may use alter self (you are considered a humanoid for this purpose) and bear's endurance as spell-like abilities three times per day each (on yourself only).

    Improved Protean [Discipline]
    You are more adept at changing shape.

    Prerequisites
    Kindred (Gangrel), Protean, character level 9th, Con 12.

    Benefits
    You may use gaseous form and polymorph as spell-like abilities three times per day each (on yourself only).

    Greater Protean [Discipline]
    You are a master of many forms.

    Prerequisites
    Kindred (Gangrel), Protean, Improved Protean, character level 18th, Con 12.

    Benefits
    You may use shapechange three times per day as a spell-like ability.

    Thaumaturgy [Discipline]
    You are an initiate of the Tremere and their blood magic.

    Prerequisites
    Kindred (Tremere), character level 3rd, Int 12.

    Benefits
    Whenever a creature is reduced to -1 hp or fewer hitpoints by one of your spells or spell-like abilities, it is immediately subject to death knell, as the spell (you gain the benefit as normal if the creature fails its save).

    You may use false life and magic missile as spell-like abilities three times per day each.

    Improved Thaumaturgy [Discipline]
    You are rising through the Tremere ranks.

    Prerequisites
    Kindred (Tremere), Thaumaturgy, character level 9th, Int 12.

    Benefits
    You may use stinking cloud and slay living as spell-like abilities three times per day each.

    Greater Thaumaturgy [Discipline]
    You have mastered Tremere sorcery.

    Prerequisites
    Kindred (Tremere), Improved Thaumaturgy, Thaumaturgy, character level 18th, Int 12.

    Benefits
    You may use implosion three times per day as a spell-like ability.
    Last edited by rferries; 2017-08-03 at 02:34 AM.

  4. - Top - End - #4
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Kindred (LA+1 vampires from Vampire: The Masquerade)

    Other Feats

    Craft Tremere Gargoyle [Item Creation]
    You have learned the secret of creating Tremere Gargoyles.

    Prerequisites
    Kindred (Tremere), Craft Magic Arms and Armor, Craft Wondrous Item, Improved Thaumaturgy, Thaumaturgy, caster level 12th, Int 12.

    Benefit
    You may create a Tremere Gargoyle from 12 HD worth of humanoid corpses (none of which may have suffered any Constitution damage at time of death) and a Large stone sculpture worth 12,000 gp, in a ritual requiring one month and successful Craft (alchemy), Knowledge (arcana), Heal, and Spellcraft checks (DC 30 for each checks; if you fail any of them the ritual fails and all ingredients are wasted).

    You may create and command any number of Tremere Gargoyles in this way, but the creatures are notoriously rebellious and tend to magnify each others' desire for freedom.

    Ghoul Bond
    You are either a Kindred that has attracted the services of a Ghoul, or a Ghoul in service to a Kindred.

    Prerequisites
    Kindred or humanoid, character level 6th (Kindred only).

    Benefits
    If you are a Kindred, you gain the services of a Ghoul. This functions just as a cohort gained through the Leadership feat. The Ghoul willingly provides you with Vitae whenever needed, and serves you loyally (especially during the day when you cannot venture outside).

    If you are a Ghoul, you ignore the penalties to your physical ability scores from old age and gain the Rapid Healing special quality as though you were a Kindred. You must be fed Vitae from your Kindred master once per month to retain these benefits (at negligible penalty to your Master).

    Kindred Brawler
    You are well-practiced in the use of your natural weapons.

    Prerequisites
    Kindred, Con 12, Dex 12, Str 12.

    Benefits
    You gain a +4 bonus on grapple checks during Feed Attempts.

    Your claws each deal damage as the unarmed strikes of a monk of your character level.

    Special
    A fighter may select Kindred Brawler as one of his fighter bonus feats.


    Kindred Embrace

    You have learned how to create more of your Clan.

    Prerequisites
    Kindred.

    Benefits
    You may transform a humanoid into a Kindred of your Clan. You must feed them some of your Vitae (at negligible penalty to you), then use your Drain Vitae special attack to reduce them to Constitution 0 (if they were already dying from other causes you must be the one to kill them in this way or the Embrace fails). They rise from the dead after 3 nights as a Kindred (replace their base race and make other changes at the DM's discretion, depending on if your Childe already has class levels).

    Your Childe is automatically loyal to you (starting attitude of helpful), but if mistreated can become hostile to you as normal.

    To be posted (maybe):

    Beastiary
    Tremere Gargoyles, Blood Elementals, Tzimisce creations...

    Spells
    Tremere blood magic, Giovanni necromacy, Tzimisce flesh-crafting...
    Last edited by rferries; 2017-08-03 at 02:43 AM.

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Kindred (LA+1 vampires from Vampire: The Masquerade)

    Ready for posting!

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