Create half-vampire template #75
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Create half-vampire template
CREATING A HALF-VAMPIRE
“Half-vampire” is an inherited template that can be added to any
humanoid or monstrous humanoid (referred to hereafter as the
base creature). The creature’s size and type do not change.
A half-vampire uses all the base creature’s statistics and special
abilities except as noted here.
Armor Class: A half-vampire’s natural armor bonus improves
by 2.
Attack: A half-vampire retains all the attacks of the base
creature and also gains a slam attack if it didn’t already have
one. If the base creature can use weapons, the half-vampire
retains this ability. A creature with natural weapons retains
those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if
it has one). A half-vampire armed with a weapon uses its slam
or a weapon, as it desires. A half-vampire’s natural weapons
are treated as magic weapons for the purpose of overcoming
damage reduction.
Full Attack: A half-vampire fighting without weapons uses
either its slam attack (see above) or its natural weapons (if it has
one). If armed with a weapon, it usually uses the weapon as its
primary attack along with a slam or other natural weapon as a
natural secondary attack.
Damage: A half-vampire has a slam attack. If the base creature does not have this attack form, use the appropriate damage
value from the table below according to the half-vampire’s size.
Creatures that have other kinds of natural weapons retain their
old damage values or use the appropriate value from the table
below, whichever is better.
Size Damage Size Damage
Fine 1 Large 1d8
Diminutive 1d2 Huge 2d6
Tiny 1d3 Gargantuan 2d8
Small 1d4 Colossal 4d6
Medium 1d6
Special Attacks: A half-vampire retains all the special attacks
of the base creature and gains one of those described below.
Saves have a DC of 10 + 1/2 half-vampire’s HD + half-vampire’s
Cha modifier unless otherwise noted.
Blood Drain (Ex): Some half-vampires can suck blood from a
living victim with their fangs by making a successful grapple
check. If the half-vampire pins the foe, it drains blood, dealing
1d4 points of Constitution drain each round the pin is maintained. A half-vampire can’t drain more points of Constitution in
a single hour than its Constitution score. When a half-vampire
drains a victim’s Constitution, it gains 5 temporary hit points,
no matter how many points it drains. Temporary hit points
gained in this way last for up to 1 hour. If a half-vampire has
this ability, it also gains the blood dependency special quality
described below.
Charm Gaze (Su): Some half-vampires can charm humanoid
or monstrous humanoid opponents just by looking into their
eyes. This is similar to a gaze attack, except that the half-vampire
must use a standard action, and those merely looking at the
half-vampire are not affected. Anyone the half-vampire targets
must make a successful Will save or fall under the half-vampire’s
influence as though affected by a charm monster spell (caster
level equal to HD). Any creature that successfully saves against
a half-vampire’s charm gaze cannot be affected by that halfvampire’s charm gaze for 24 hours. The ability has a range of
30 feet.
Children of the Night (Su): Some half-vampires can command
the lesser creatures of the world. Once per day, a half-vampire
that has this special attack can call forth 1d4 rat swarms, 1d3
bat swarms, or a pack of 1d6 wolves as a standard action. (If the
base creature is not terrestrial, this ability might summon other
creatures of equivalent power.) These creatures arrive in 2d6
rounds and serve the half-vampire for up to 1 hour.
Special Qualities: A half-vampire retains all the special
qualities of the base creature and also gains those described
below.
Blood Dependency (Ex): If a half-vampire does not use its blood
drain special attack against at least one living creature each day,
it must make a DC 15 Fortitude save or become fatigued. Each
day after the first that the half-vampire does not drink blood
directly from a living creature, the DC increases by 1 until it
fails the save and becomes fatigued. After that, it must make a
DC 20 Fortitude save each week (with the DC increasing by
1 each week thereafter) that it does not use its blood drain or
become exhausted.
The fatigue or exhaustion caused by blood dependency cannot
be eliminated by rest (though magic can offset the condition
until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces
exhaustion to fatigue.
Only half-vampires with the blood drain special attack (see
above) gain this special quality.
Damage Reduction (Su): A half-vampire has damage reduction
5/silver or magic.
Fast Healing (Ex): A half-vampire heals 1 point of damage each
round so long as it has at least 1 hit point but less than half its
full normal hit points. As long as the vampire has more than
half its full normal hit points, its fast healing does not function
(but other forms of healing still function normally).
Resistances (Ex): A half-vampire has resistance to cold 5 and
electricity 5.
Abilities: Increase from the base creature as follows: Str +2,
Dex +2, Cha +2.
Skills: Half-vampires have a +2 racial bonus on Bluff, Hide,
Listen, Move Silently, and Spot checks. Otherwise, same as the
base creature.
Feats: A half-vampire gains Improved Initiative, if the base
creature doesn’t already have that feat.
Environment: Any, usually same as base creature.
Organization: Solitary.
Challenge Rating: Same as the base creature +1.
Level Adjustment: Same as the base creature +2