Vampires

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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.