Vampires: Difference between revisions

From Sundren Wiki
Jump to navigation Jump to search
No edit summary
Line 32: Line 32:


'''Turn Resistance (Ex):''' A vampire has +4 turn resistance.
'''Turn Resistance (Ex):''' A vampire has +4 turn resistance.
==Weaknesses==
Vampires have a number of supernatural weaknesses.
===Repelling a Vampire===
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
This is mainly an RP weakness that Vampire PC's must follow. Subject to possible change in the future.
===Running Water===
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
This isn't really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.
===Private Dwellings===
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Vampire's PC's are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.
(Knowledge religion score of 15 or better.)
===Slaying a Vampire===
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.
Exposing any vampire to direct sunlight scorches a vampire at 5% of it's life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.
Doing fire damage to a vampire in torpor will also destroy the vampire.

Revision as of 09:54, 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.

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.

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.

Weaknesses

Vampires have a number of supernatural weaknesses.

Repelling a Vampire

Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

This is mainly an RP weakness that Vampire PC's must follow. Subject to possible change in the future.

Running Water

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

This isn't really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.

Private Dwellings

Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Vampire's PC's are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.

(Knowledge religion score of 15 or better.)

Slaying a Vampire

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.

Exposing any vampire to direct sunlight scorches a vampire at 5% of it's life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.

Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.

Doing fire damage to a vampire in torpor will also destroy the vampire.