Vampire, Keran (3.5e Template)
Blades Of Keran |
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Vampire
3e Summary::The Vampires of the Keran Setting
A undead created by an overflow of negative energy in a person. A vampire can be created in three ways; naturally by overuse of necromantic magic, by being killed by the blood drain ability of a pre-existing vampire, or by the Path Of Blood Necromantic Feat. The first Dunesti were also the first Vampires in existence. Some say they still live, others say they wandered the desert for years until they were finally killed by the sunrise.
Creating a Vampire
"Vampire" is an acquired template that can be added to any living dragon, humanoid, or monstrous humanoid creature. They have all of the base creature's statistics and special abilities except they are now Undead type,as well as Dark Minded, and the Unliving Subtypes. They gain the special abilities noted here.
Size and Type
The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.
Hit Dice
Convert all racial Hit Dice into d12 (HD from class level remain the same).
Speed
The Vampires Base speed stays the same, but the Vampire's swim speed drops by 30 ft (If the base creature has no Swim speed then their is no reduction).
Armor Class
No change to the base creatures Armor Class. At 8 HD the base creature gains +1 Deflection Bonus. This increases every four levels afterward (At a maximium of +4 at 20)
Attack
No change to the base creatures Attacks. At 4 HD a Vampire gains a Slam attack which deals 1d4 damage. At 8 HD the damage increases to 1d6 damage. At 10HD the damage increases to 2d4. At 15 HD the damage is 1d10. At 20 HD the damage is 2d8.
Full Attack
A vampire fighting without wapons uses its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon it will usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Special Attacks
Blood Drain (Su): A Vampire can drain the blood of a pinned or helpless living creature. This is a full round action, during which the target is drained 1d4 constitution per round, and is also Paralyzed for one minute (10 rounds). During the "Draining" the vampire gains 5 hitpoints for each point of constitution the victum is drained.
Create Spawn (Su): Whenever a living dragon, humanoid, or monstrous humanoid creature is killed by a Vampire draining away constitution via its Blood Drain Ability, the corpse rises in two days as a vampire. This new Vampire retains its personality from its past-life and all its abilities. The Spawn is under no compulsion to do the "Parent" Vampires bidding.
Improved Grab (Ex): When a Vampie sucessfully attacks a enemy with its slam attack it can attempt to grapple. When the grapple is successful and the Vampire pins its foe (Allowing the Vampire to use its Blood Drain ability).
Suggestion (Sp): At 5 HD 1/day a Vampire may cast Suggestion, as a standard action. The caster level is half the Vampires HD (Rounded Up). At 10 HD a Vampire can use Suggestion 5/day. At 15 HD a Vampire can use it at will.
Umbral Guise (Su): At 8 HD gains the ability to turn herself into a selected small or Medium nocturnal animal and back again once per day. Once the descion is made it can't be changed. The vampires options for forms include all creatures with the animal type, that are nocturnal. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per quarter of your HD (Rounded Down), or until it changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use Umbral Guise, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the Vampire melds into the new form and becomes nonfunctional. When the Vampire reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Vampires feet.
The form chosen must be that of an animal the Vampire is familiar with.
A Vampire loses her ability to speak while in animal form because it is limited to the sounds that a normal, untrained animal can make, but it can communicate normally with other animals of the same general grouping as it new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
At 14 HD you gain a second form. At 20 HD you gain a third form.
Special Qualities
Blood Diet: A Vampire must use drink at least a gallon of blood a month. This blood must be of the same species as the base creature. If the Vampire fails to meet these requirements it loses 1 constitution a day, until he drinks at least five gallons of blood. Note if you drain 6 constitution points with your Blood Drain ability you don't need to drink that month again (You still can though).
Fast Healing: At 8 HD a Vampire gains Fast Healing 1. This increases at 14 HD to Fast Healing 3. This then increases at 20 HD to Fast Healing 5.
Sunlight Vulnerability: A Vampire constantly takes damage when in direct sunlight. On the first round it deals 1 point of fire damage. Each round hereafter that the Vampire remains in direct sunlight doubles the fire damage. This is reset to 1 point if the Vampire is out of direct sunlight of 1 whole round.
Weak Heart: If a critical hit is scored on a Vampire and a natural twenty is rolled on the critical hit conformation roll then the Vampire's heart was hit during the attack. This causes the Vampire to be Paralyzed for 1d6 rounds. This ability always exists for the Vampire (even in Umbral Guise and similar effects), unless the Vampire becomes Incorporeal.
Abilities
At 7 HD the Vampire gains +1 Strength & +1 Dexterity. At 14 HD the Vampire gains another +1 Strength & +1 Dexterity.
Skills
A Vampire recieves -5 on all swim checks. At HD 3 and every 3 HD thereafter a Vampire gains +1 racial bonus on all Climb, Hide, and move silently checks.
Feats
A Vampire gains no extra feats.
Environment
Any.
Organization
Solitary, Duo, or Collective (3-6)
Challenge Rating
As the Base creature +1.
Treasure
As the Base Creature.
Alignment
As the Base Creature. Note: Vampires commonly go evil, even if they weren't evil in its past life. This is because of its newly gained power.
Advancement
As the Base creature.
Level Adjustment
+2
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