Reiko Vampire (3.5e Template)

Vampire (Reiko Version)

3e Summary::Vampires are a race of immortal monsters that can only gain nutrition from blood. They can turn humans into vampires by letting them digest some of their blood, and can turn humans into vamplings by biting them with their fangs and injecting their venom into their body. After they are turned, their physical appearance and muscle mass are both enhanced, making them more attractive than they were as humans. Pureblood vampires are also in general more attractive than humans. As living creatures, vampires can also reproduce with each other (results in pureblood vampire offspring) as well as with humans (results in half-vampire offspring, which have all the traits of full vampires but are able to consume ordinary food instead of blood). /

Creating a Vampire (Reiko Version)

Vampire is an inherited/acquired template that can be applied on any Humanoid (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 Monstrous Humanoid. It acquires the subtypes Augmented and Vampire. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future racial Hit Dice to d20s.

Speed: Tenfold all the speeds of the base creature. They gain swimming speed and climbing speed equal to their base speed and flight speed (maneuverability perfect) equal to twice their base speed.

Armor Class: The base creature’s natural armor bonus improves by +20. Vampire flesh is more durable than human flesh, affording them with defense against low-level attacks.

Attack: A vampire retains all the attacks of the base creature, and also acquires a primary bite attack and a secondary slam attack.

Full Attack: A vampire fighting without weapons would use its bite and slam attacks (see above). A vampire can use a bite attack along with a blood drain attack (see below) as a full attack.

Damage: Vampires have a primary bite attack and a secondary slam attack. If the base creature does not have those attack forms, use the appropriate damage value from the table below according to the vampire’s size.

SizeDamage
Fine1d3
Diminutive1d4
Tiny1d6
Small1d6
Medium4d6
Large2d8
Huge4d6
Gargantuan4d8
Colossal8d6

Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 20 + vampire’s HD + vampire’s Cha modifier unless noted otherwise.

Blood Drain (Ex): Vampires can suck blood from a living victim or a fresh corpse from an open wound. If there isn't one, they can make one by biting it with their fangs (making a successful grapple check). If they pin the foe, they drain blood, dealing 4d6 HP damage each round the pin is maintained. On each such successful attack, the vampire gains 10 temporary HPs that lasts 1 day (they still have no chance to become permanent), and the counting of Blood Hunger resets.

Turning (Ex): Vampires can turn a human into a vampire by letting them ingest at least a sip's worth of their blood. The new vampire may be emotionally attached to their progenitor, and maybe even feel some form of love toward them, be it familial or romantic, however are ultimately in control of themselves and are free to leave their progenitor at any time. They also can turn humans into vamplings by biting them with their fangs and deliberately injecting their venom into their body (the venom is only released if they wish so). The new vampling is absolutely loyal to their vampire progenitor. While transforming into a vampling is very painful, transforming into a vampire is mostly painless, albeit both take 2d4 hours. Vampires can use either ability at will.

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

Blood Hunger: Vampires must regularly consume blood in order to maintain their health. If they abstain from blood for a month, they become starved. Any kind of blood is nutrient for them, including vampiric (vampire and vampling) blood, and it doesn't need to be fresh blood. While they are starved, if a creature bleeds nearby, they must succeed on a Will save at dc 30 or to wildly attack the bleeding creature. If a vampire remains starved for two months, they become permanently fatigued. If a vampire remains starved for four months, they become permanently exhausted. If a vampire remains starved for a year, they into catatonic state that lasts until they are fed with blood.

Immortality: Born vampires, and turned ones (regardless of the age they were turn at) age similarly to ordinary humans until they reach their physical prime, and then they stop aging. If they were turned after their physical prime, they simply stop aging. Vampires can only be killed by beheading. Vampires hardly require any sleep, and an extreme physical effort is required in order to tire them. They require no oxygen or sustenance (except blood), but can breathe normally and can consume and completely digest almost any organic substance and even some non-organic substances (it gives them no nutrition though).

Heightened Senses: Vampires possess extremely heightened senses. Blindsight out to 120 feet, Blindsense out to 1200 feet, Advanced Scent within 3000 feet, Prefect Darkvision, micro vision and telescopic vision up to distance of 8 miles.

Enhanced Brain Capability: Vampires possess enhanced brain capability, and can process information much quicker and more efficiently than humans. They gain 20 times skill points per level than they should by their class, and can act twice per round. They also have perfect photographic memory.

Damage Reduction (Ex): Vampires are unaffected by most conventional harm, even if said harm has physically damaged them. Only heavily enchanted silver can truly harm them; they have damage reduction 40/silver and magic, epic (+6), and their natural weapons are treated as epic (+6) silver magical weapons for the purpose of overcoming DR.

Advanced Healing Factor (Ex): Vampires heal extremely fast; they have regeneration 20/silver and magic, epic (+6) and fast healing 5, and restore 5 points of ability damage and 1 point of drained ability per round. If a vampire loses a limb or an organ, these regrow in 2d6 rounds.

Immunities (Ex): Vampires are immune to non-magical toxins and non-magical diseases.

Resistances (Ex): Vampires have resistance 40 to all elements.

Adhesion (Ex): Vampires can cling to and walk on surfaces at any angle, even in ways that defy normal gravity, without making a Climb check. They can negate any fall simply by clinging to a surface.

Hypnosis: Vampires can hypnotize any being with a weaker will than their own to do whatever they say, just by looking unto their eyes. This works like a gaze attack, except they must use a standard action and those merely looking aren't affected. They can commend them to do anything, including kill others and even commit suicide, and their control lasts until they wish to end it. While someone is under their control, they can alter and/or erase any of their extant memories, and/or implant new, fake memories. However, their control is channeled by verbal commands; their hypnotized targets must be able to hear them in order for them to command them. Vampires are immune to this ability, but vamplings aren't (and also gain no Will save against this ability, regardless of their age, alignment or exact connection to the user).

Abilities: Increase from the base creature's abilities as follows: Strength +30, Dexterity +20, Constitution +20, Intelligence +8, Wisdom +16, Charisma +12, +2 Comeliness.

Skills: Vampires have a +20 bonus on Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive and Spot checks, and base saving throw bonuses of Fort +12, Ref +16, and Will +16.

Feats: Vampires acquire the feats Alertness, Combat Reflexes, Deflect Arrows, Deft Hands, Distant Shot, Dodge, Endurance, Far Shot, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Legendary Wrestler, Lightning Reflexes, Point Blank Shot, Precise Shot, Reflect Arrows, Snatch Arrows, Supreme Strength and Two-Weapon Fighting, even if the base creature isn't meets the prerequisites.

Environment: Any, usually same as base creature. Vampires, and even more so families of vampires, usually change their location every decade or fifteen years, in order to prevent normal people from noticing they do not age. However, some of the larger families/clans often inhabit their own small settlements, or, sometimes, entire neighborhoods in large cities. Those settlements/neighborhoods are often inhabited exclusively by the vampire family/clan, their vampling servants, and at least a few hypnotized humans that are kept as living blood bags or for the need of disguise (often both).

Organization: Solitary, pair, family (3-12 vampires and 25-49 vamplings), grand family (13-49 vampires and 50-199 vamplings) or clan (50+ vampires and 200+ vamplings).

Challenge Rating: Same as the base creature +16.

Treasure: Between half to fourfold standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Same as the base creature +12.

Vampire Weaknesses

Severe Physical Trauma: Although vampires are unaffected by all physical harm, they are not impervious to pain, and can still be harmed by sufficiently severe physical trauma, which, occasionally, can even temporarily incapacitate them until the damage heals. However, the only kind of physical trauma that can kill vampires is removing their head.

Vital Damage: Particularly, any damage to a vampire's vital organs (brain and heart) is quite painful for them, though it doesn't cause them actual damage unless caused by means that can overcome their DR.

Spinal Damage: Damage to the spinal cord still affects vampires the same way it affects humans, albeit due to their healing factor they quickly heal the damage. If their neck is broken, they are rendered unconscious for several minutes, until it fully heals. However, spinal damage can never kill them; even if their entire spine has been ripped off, it will simply regrow.

Beheading: Completely removing a vampire's head is instantly fatal for them, regardless of the method used to accomplish that. Removing a significant part of their head is fatal as well.

Magic: Vampires are susceptible to magic, which affect them as they wound any other creature. They can be stunned, contained, harmed and (if used to behead them) killed by magic, spells and curses. Also, magic can block their hypnotic power and even remove its effects.

Enchanted Silver: While mundane silver has absolutely no negative effect on vampires, silver enchanted by powerful spells can badly damage vampires, as it bypasses their immunity to damage. They also heal wounds inflicted by such silver much slower than usual.

Fire: While vampires are extremely resilient to fire, they can still be burned, though never killed, by an intense inferno. Also, flames that contain silver badly irritate their skin even if they are weak.

Corrosives: While they are very resistant, vampires can still be damaged by powerful corrosives; however, due to their potent healing factor, such damage is almost never permanent. Corrosives that contain silver are more harmful for them.

Electricity: While vampires can withstand electricity far better than humans, they are not completely immune, and sufficiently high voltage can still harm them and knock them out.

Vampling

Vamplings, also known as sub-vampires, are a weaker and much more common variant of true vampires; there are approximately a thousand vamplings per each true vampire. Other than their power level, they share many of their traits with vampires, including their ability to procreate and turn others (although they can only create other vamplings). Vamplings, while have rather strong minds, and can manipulate the mind of humans, cannot resist any attempt of vampires to control their own mind, as they are all, both by genetic default and mystical default, subordinated to vampires. In other words, vamplings exist to serve true vampires - a vampling created by a vampire is completely loyal to them, and can never knowingly disobey them.

Creating a Vampling

Vampling is an inherited/acquired template that can be applied on any Humanoid (referred to hereafter as the base creature). A vampling uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Monstrous Humanoid. It acquires the subtypes Augmented and Vampire. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.

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

Speed: Fourfold all the speeds of the base creature. They gain swimming speed and climbing speed equal to half their base speed and flight speed (maneuverability perfect) equal to their base speed.

Armor Class: The base creature’s natural armor bonus improves by +6. Vampling flesh is slightly more durable than human flesh, making them a bit harder to damage.

Attack: A vampling retains all the attacks of the base creature, and also acquires a primary bite attack and a secondary slam attack.

Full Attack: A vampling fighting without weapons would use its bite and slam attacks (see above). A vampling can use a bite attack along with a blood drain attack (see below) as a full attack.

Damage: Vamplings have a primary bite attack and a secondary slam attack. If the base creature does not have those attack forms, use the appropriate damage value from the table below according to the vampling’s size.

SizeDamage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6

Special Attacks: A vampling retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + vampling’s HD + vampling’s Cha modifier unless noted otherwise.

Blood Drain (Ex): Vamplings can suck blood from a living victim or a fresh corpse from an open wound. If there isn't one, they can make one by biting it with their fangs (making a successful grapple check). If they pin the foe, they drain blood, dealing 2d6 HP damage each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary HPs that lasts 1 day (they still have no chance to become permanent), and the counting of Blood Hunger resets.

Turning (Ex): Vamplings turn humans into vamplings by biting them with their fangs and deliberately injecting their venom into their body (the venom is only released if they wish so). Unlike with vampires, if a vampling lets a human to ingest their blood, nothing happens. The new vampling may be emotionally attached to their vampling progenitor, and maybe even feel some form of love toward them, be it familial or romantic, however are ultimately in control of themselves and are free to leave their progenitor at any time. The transformation into a vampling is very painful and takes 2d4 hours. Vamplings can use this ability at will, however cannot turn a person that has bloodshade in their system.

Special Qualities: Vampling retains all the special qualities of the base creature and gains those described below.

Blood Hunger: Vamplings must regularly consume blood in order to maintain their health, and require much more blood than true vampires. If they abstain from blood for a week, they become starved. Any kind of blood is nutrient for them, other than vampiric (vampire and vampling) blood, along with bloodshade-laced blood (as it is poisonous for them), and it doesn't need to be fresh blood. While they are starved, if a non-vampiric creature bleeds nearby, they must succeed on a Will save at dc 30 or to wildly attack the bleeding creature. If a vampling remains starved for two weeks, they become permanently fatigued. If a vampling remains starved for a month, they become permanently exhausted. If a vampling remains starved for three months, they into catatonic state that lasts until they are fed with blood.

Immortality: Born vamplings, and turned ones (regardless of the age they were turn at) age similarly to ordinary humans until they reach their physical prime, and then they stop aging. If they were turned after their physical prime, they simply stop aging. Vamplings can survive most injuries, however sufficient damage is still fatal for them. Vamplings require only a little sleep, and a serious physical effort is required in order to tire them. They require no oxygen or sustenance (but blood), but can breathe normally and can consume and digest ordinary food (it gives them no nutrition though).

Heightened Senses: Vamplings possess very heightened senses. Blindsight out to 30 feet, Blindsense out to 300 feet, Advanced Scent within 600 feet, Superior Darkvision, Superior Low-Light Vision, micro vision and telescopic vision up to distance of 2 miles.

Enhanced Brain Capability: Vamplings possess enhanced brain capability, and can process information much quicker and more efficiently than humans. They gain 4 times skill points per level than they should by their class, and can act twice per round. They also have enhanced memory.

Damage Reduction (Ex): Vamplings are resilient and are mostly unaffected by conventional harm, even if said harm has physically damaged them, unless said damage is fatal for mortal beings. Otherwise, only enchanted weapons and silver can truly harm them; they have damage reduction 10/magic or silver or critical, and their natural weapons are treated as magical weapons for the purpose of overcoming DR.

Healing Factor (Ex): Vamplings heal very fast; they have fast healing 5, and restore 1 point of ability damage per round and 1 point of drained ability per minute. If a vampling loses an organ internal, it regrows in 4d6 minutes. While unable to regrow external appendages, they can reattach them surgically.

Immunities (Ex): Vamplings are immune to non-magical toxins and non-magical diseases.

Resistances(Ex): Vamplings have resistance 10 to cold and electricity.

Vulnerabilities (Ex): vamplings are especially vulnerable to fire (suffer 200% damage).

Adhesion (Ex): Vamplings can cling to and walk on surfaces at any angle, even in ways that defy normal gravity, without making a Climb check.

Hypnosis: Vamplings can hypnotize any being with a weaker will than their own to do whatever they say, just by looking unto their eyes. This works like a gaze attack, except they must use a standard action and those merely looking aren't affected. They can commend them to do anything, including kill others and even commit suicide, and their control lasts until they wish to end it. While someone is under their control, they can alter and/or erase any of their extant memories, and/or implant new, fake memories. However, their control is channeled by verbal commands; their hypnotized targets must be able to hear them in order for them to command them. This ability can only affect humans and other kinds of non-supernatural mortal beings.

Abilities: Increase from the base creature's abilities as follows: Strength +12, Dexterity +10, Constitution +8, Intelligence +2, Wisdom +6, Charisma +4, +1 Comeliness. While superior to humans, vamplings are not nearly as powerful as true vampires.

Skills: Vamplings have a +6 bonus on Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive and Spot checks, and base saving throw bonuses of Fort +3, Ref +4, and Will +4.

Feats: Vamplings acquire Alertness, Combat Reflexes, Deft Hands, Dodge, Endurance, Improved Initiative, and Lightning Reflexes, even if the base creature isn't meets the prerequisites.

Environment: Any, usually same as base creature. Most vamplings prefer heavily habited, urban areas, such as large cities or, alternatively, nets of small, neighboring settlements, in which no one notices who arrives and leaves and people can easily become virtually invisible. However, vamplings that are directly subordinated to true vampires, in the rare cases they do not reside in the same residence as their masters, for whatever reason, usually reside in the closest possible residence, thus, effectively, have the same environmental preferences as their true vampire masters.

Organization: Solitary, pair, gang (3-6 vamplings), group (7-12 vamplings), horde (13-24 vamplings), clan (25+ vamplings) or family (3-12 vamplings). Vamplings usually do not gather in groups larger than several dozen members unless they are forced to (by magic, a great threat or sufficiently powerful and fearsome individual) or directly subordinated to true vampires, mainly because of such large numbers of vamplings gathering together are usually highly unstable and prone to deadly violence without the presence of someone (preferably a true vampire) to organize and command them. Because vamplings are far more common than true vampires, many mistake them for true vampires, due to the general unfamiliarity with the actual species.

Challenge Rating: Same as the base creature +4.

Treasure: Between half to double standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Same as the base creature +6.

Vampling Weaknesses

Bright Lights: Vampling eyes are very sensitive and are irritated by bright lights. A vampling that is suddenly exposed to any kind of bright light (direct sunlight, etc.) suffers a -2 penalty on all attack rolls, Search checks and Spot checks for 1 round, until their eyes adjust.

Physical Trauma: Although vamplings are resistant to physical harm, they are not impervious to pain, and can be harmed by severe physical trauma, which often incapacitates them until the damage heals, and, if severe enough, can even kill them.

Brain Damage: Particularly, any damage to the brain of a vampling is very painful for them. Also, such damage always overcomes their DR.

Cardiac Damage: Any damage to the heart of a vampling will render them unconscious for several minutes to several hours. Also, such damage always overcomes their DR.

Heart Extraction: Removing the heart of a vampling is instantly fatal for them, regardless of the method used to accomplish that. Removing a significant part of their heart is fatal as well.

Spinal Damage: Damage to the spinal cord still affects vamplings the same way it affects humans, albeit due to their healing factor they quickly heal the damage. If their neck is broken, they are rendered unconscious for several minutes to several hours, until it fully heals. If their entire spine is removed, they instantly die.

Beheading: Removing a vampling's head, either completely or partially, is instantly fatal for them, regardless of the method used to accomplish that.

Magic: Vamplings are susceptible to magic, which affect them as they wound any other creature. They can be stunned, contained, harmed and killed by magic, spells and curses, and can be very effectively harmed by any kind of enhanced weapons and magical instruments. Also, magic can block their hypnotic power and even remove its effects.

Silver: Silver acts as a poison of sort for vamplings; it mildly burns them via mere contact, and severely harms them if they are actually wounded by it. Exposure to silver emulsion can severely weaken and, in sufficiently large amounts, also paralyze vamplings. Sufficiently prolonged exposure to large amounts of silver emulsion can kill vamplings. Driving a silver stake through a vampling’s heart instantly paralyzes them. However, they return to normal once the stake is removed, unless the body is destroyed.

Fire: Vamplings are highly flammable and sensitive to fire, and if are set on fire will quickly burn and die if the flames won't be extinguished in time. Flames that contain silver are even more dangerous for them - merely being near such flames irritates their skin, and if they are directly exposed to such flames, they can be badly burned even from momentary exposure.

Corrosives: Vamplings are as susceptible to corrosive substances as any human. Also, while they can heal damage caused by corrosives, some powerful corrosives can leave them scars for many years. Corrosives that contain silver are very harmful for vamplings, and, in sufficiently large amounts, can kill them.

Electricity: While vamplings can withstand electricity considerably better than any human, sufficiently high voltage can harm them, knock them out, and even kill them.

Bloodshade: Vamplings are sensitive to a flower named bloodshade, which is poisonous for them, and also blocks their hypnotic power. Drinking bloodshade-laced blood severely weakens them, and they cannot turn people that have bloodshade in their system.

Bloodshade

Bloodshade is a flower that is harmless for humans and true vampires, and can even be consumed by them with no ill effect, but is poisonous for vamplings. Bloodshade irritates a vampling's skin upon contact, and if bloodshade enters their system (through ingestion, injection or wounding by a bloodshade-laced object) they become weak and feverish (exhausted, sickened and dazed) for 1d6 minutes per ml, and a sufficient amount can render them unconscious. Additionally, if an individual has bloodshade in their system (after ingestion or injection, it takes bloodshade about a day per ml to leave one's system under normal, natural circumstances), they cannot be hypnotized by vamplings, and their blood is also poisonous and innutritious for them. Also, if a person has bloodshade in their system, they cannot be turned into vamplings through vampling venom (albeit, they can still be turned into vamplings through vampire venom).


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gollark: So is cobblestone.
gollark: Well, not equivalent, it's with fluids.
gollark: What you're doing is equivalent to import-bussing a cobble generator into the *non-*fluid cells.
gollark: I don't think so.
gollark: Fluid cells are great for fluids you won't produce all the time. Fusion reactor stuff is not that.
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