Vampires: Difference between revisions

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Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.


''Race:'' A character becomes Undead (Vampire) race.
'''Race:''' A character becomes Undead (Vampire) race.


''Level Adjustment:'' Vampires are ECL +8.
'''Level Adjustment:''' Vampires are ECL +8.


''Special Qualities:'' A vampire retains all the special qualities of the base creature and undead special qualities.
'''Special Qualities:''' A vampire retains all the special qualities of the base creature and undead special qualities.


''Armor Class:'' +6 Natural Armor
'''Armor Class:''' +6 Natural Armor


''Blood Drain (Ex):'' Vampire PC's possess a special feat attack called 'Vampire Bite' that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to 'stun' them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player's CON lower than 9.
'''Blood Drain (Ex):''' Vampire PC's possess a special feat attack called 'Vampire Bite' that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to 'stun' them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player's CON lower than 9.


''Dominate (Su):'' Vampire's possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter's standard Dominate Person spell, and there is no 'looking away' feature for players.
'''Dominate (Su):''' Vampire's possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter's standard Dominate Person spell, and there is no 'looking away' feature for players.


''Damage Reduction (Su):'' A vampire has damage reduction 10/silver and magic.
'''Damage Reduction (Su):''' A vampire has damage reduction 10/silver and magic.


''Fast Healing (Ex):'' A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be 'destroyed' for all intents and purposes though this is roleplayed as becoming mist.
'''Fast Healing (Ex):''' A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be 'destroyed' for all intents and purposes though this is roleplayed as becoming mist.


''Resistances (Ex):'' A vampire has resistance to cold 10 and electricity 10.
'''Resistances (Ex):''' A vampire has resistance to cold 10 and electricity 10.


''Spider Climb (Ex):'' A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.
'''Spider Climb (Ex):''' A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.


''Turn Resistance (Ex):'' A vampire has +4 turn resistance.
'''Turn Resistance (Ex):''' A vampire has +4 turn resistance.


''Abilities:'' Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.
'''Abilities:''' Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.


''Skills:'' Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
'''Skills:''' Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.


''Feats:'' Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.
'''Feats:''' Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.

Revision as of 08:46, 12 January 2011

Sundren features a unique element in the form of playable vampire PC's and small deviations from standard D&D lore on vampirism.

Template

Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.

Race: A character becomes Undead (Vampire) race.

Level Adjustment: Vampires are ECL +8.

Special Qualities: A vampire retains all the special qualities of the base creature and undead special qualities.

Armor Class: +6 Natural Armor

Blood Drain (Ex): Vampire PC's possess a special feat attack called 'Vampire Bite' that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to 'stun' them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player's CON lower than 9.

Dominate (Su): Vampire's possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter's standard Dominate Person spell, and there is no 'looking away' feature for players.

Damage Reduction (Su): A vampire has damage reduction 10/silver and magic.

Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be 'destroyed' for all intents and purposes though this is roleplayed as becoming mist.

Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.

Turn Resistance (Ex): A vampire has +4 turn resistance.

Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.