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© 2002 Meilin Wong

Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.
A vampire uses all the base creature's statistics and special abilities, except as noted below:

Size and Type:
The creature's type changes to Undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
For easy reference, in addition to the information provided below, the Undead type grants vampires the following:

  • Darkvision 60'
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores, as well as to fatigue and exhaustion effects.
  • Immunity to any effect that requires a Fortitude save (unless it also affects objects or is harmless)
  • Uses its Charisma modifier for Concentration checks.
  • Not affected by Raise Dead and Reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Undead do not breathe, eat, or sleep.
  • Negative energy (such as from an Inflict spell) heals undead.
  • Undead do not have a Constitution score.

Hit Dice:
Increase to d12.

Speed:
Same as the base creature.

AC:
Natural Armor improves by +6.

Attacks:
A vampire retains all the attacks of the base creature and also gains a slam attack, if it didn't already have one.

Damage:
Vampires have slam attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better.

Size
Fine
Diminuitive
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
Damage
1
1d2
1d3
1d4
1d6
1d8
2d6
2d8
4d6

Special Attacks:
A vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 vampire's Hit Dice (levels) + vampire's Charisma modifier unless noted otherwise.

  • Domination [Su]
    A vampire can crush an opponent’s will just by looking into his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire's influence as though by a Dominate Person spell cast by a 12th level sorcerer. The ability has a range of 30 feet.

  • Energy Drain [Su]
    Living creatures hit by a vampires slam attack suffer 2 negative levels. This grants no bonuses to the vampire.

  • Blood Drain [Ex]
    A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. For each point of Constitution drained in this manner, the vampire gains 5 temporary hit points.
    The vampire also gains one Lifewell Point per point of Constitution drained (see below for how Lifewell works).

  • Children of the Night [Su]
    Vampires command the lesser creatures of the world, and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action (if the base creature is not terrestrial, this power might summon other creatures of similar power. Also, if the creature type summoned is not normally available in the area, the DM will come up with an equivalent substitution). These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

  • Create Spawn [Su]
    A humanoid or monstrous humanoid slain by a vampire's Blood Drain attack rises as a vampire 1d4 days after dying.
    The new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master's death (or some powerful magic’s are applied which would be able to remove the enslavement, DM's discretion). At any given time a vampire may have enslaved "Spawn" totaling no more than twice it's own hit dice (levels); any vampires created beyond this amount will be free-willed. A vampire may voluntary relinquish it's control over a current "Spawn" in order to enslave a new one, though this must be done before creating the new vampire.

  • Create Vampiric Servitor [ ]
    By feeding some of it's Lifewell points (read: blood) to a living, mortal creature (again, those types normally able to be made into Vampires), a vampire can create living servitors under it's thrall. This is primarily done to send servants out to places where a vampire cannot go themselves (i.e. out into the sunlight for extended periods), and to have some additional protectors to watch over it.
    For full information on Vampiric Servitors, visit the Creature Templates page, or click here (NOTE: this will be a link soon as I'm done with the Template).
Special Qualities:
A vampire has all the special qualities of the base creature, plus those listed below, and also gains the Undead type.
  • Damage Reduction (Su)
    A vampire's undead body is tough, giving the creature damage reduction 10/silver and magic. A vampire's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

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

  • Resistance (Ex)
    A vampire has cold and electricity resistance 10.

  • Gaseous Form (Su)
    As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

  • Spider Climb (Ex)
    A vampire can climb sheer surfaces as though with a Spider Climb spell.

  • Alternate Form (Su)
    A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a Polymorph Self spell cast by a 12th level sorcerer, except that the vampire can assume only one of the forms listed here, and it does not regain any hit points for transforming. It can remain in that form until it assumes another or until the next sunrise.

  • Fast Healing (Ex)
    A vampire heals 5 points of damage each round so long as it has at least 1 hit point and 1 Lifewell point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. Once it escapes and rests, assuming it has at least one Lifewell point available, it rises to 1 hit point after 1 hour, then resumes healing at 5 points per round.

Life Drinker
As the vampire matures (i.e. gains levels), additional powers and abilities become available. (This has been included due to the fact I, as the DM, don't believe in needing a Prestige Class..ala the Lifedrinker...in order to gain these abilities. Hence, part of the normal vampire now).
The first two abilities listed below are granted upon first becoming a vampire, and with each additional character level you gain (for a total of 10 levels) after being vampirised, additional benefits and powers are gained.

  • Lifewell (Ex)
    Vampires store the life energy that they steal within themselves, in a reservoir called a lifewell. From this well, they draw the points needed to use some of their other powers. Points are gained from draining Constitution. Each point of Constitution drained using the vampire's blood drain ability grants one lifewell point. Vampires must keep track of their total lifewell points. The lifewell of a vampire can hold up to three points per "vampire level", for the first 10 levels, then one additional point per character level as a vampire thereafter. Points gained when the lifewell is full are wasted.
    The vampire can only absorb the same amount of lifewell points as described above in any one period between one sunrise and the next.
    A vampire with 0 lifewell points must make a Will saving throw (DC 20) or begin attacking any living creature within sight until the reservoir has at least 1 point per character level. A successful saving throw means that the vampire need not to make a saving throw versus this blood madness until a week has passed (and only if, during that week, the lifewell has remained at 0 points). When a vampire is first created, it has 0 lifewell points, and therefore must immediately make the required saving throw.

    Each day of existence, a vampire must automatically spend one Lifewell point.
    If for some reason or another, a vampire runs out of Lifewell points and cannot replenish it themselves in time for the new dawning of day (not something that occurs often), they fall into a slumber from which they cannot awaken, unless force fed with blood (someone voluntarily offering up at least 5 hit points worth of blood and 1 point of CON drain, equaling out to 1 Lifewell point) by an outside source.

  • Invigorate (Su)
    A vampire can spend 1 lifewell point and gain 1d6 temporary hit points. These hit points last until the next sunrise and do not stack with other sources of temporary hit points. Hit points from multiple uses of the invigorate power do not stack with themselves.
    No more hit points can be spent on this ability in any given day than the vampire has total character levels.

  • Empower Blood Spell (Ex)
    Upon attaining your second character level as a vampire, you gain the ability to boost spells with lifewell points. When you cast a spell, you may spend 4 lifewell points to empower a spell in such a way as to emulate the Empower Spell feat. The spell's level is not affected in the process.

  • Heighten Blood Spell (Ex)
    Upon attaining your third character level as a vampire, you become able to heighten spells with your lifewell points. For every 2 lifewell points devoted to a spell during the casting process, the spell is treated as if it were one level higher for purposes of save DC and other effects. For example, if a vampire uses 4 lifewell points to heighten a fireball spell, this spell is treated as a 5th level spell when figuring its saving throw DC, and it can penetrate a minor globe of invulnerability (whereas a 3rd level fireball cannot). The spell's level is not affected.

  • Blood Gift (Ex)
    Upon attaining his fourth character level as a vampire, that vampire can use 4 lifewell points to enhance its blood drain and children of the night special abilities. This cost must be paid when using the ability to be enhanced, and only lasts for one use of the ability.
    A vampire using this ability to enhance its blood drain ability multiplies the Constitution drain inflicted by 1.5 times.
    When using this ability to enhance the children of the night ability, the vampire summons 1.5 times the usual number of creatures.

  • Blood Servant (Sp)
    When gaining 5 character levels as a vampire, 10 lifewell points can be used to call an Outsider to serve you. This ability works just like the lesser planar ally spell; however, the vampire can only call evil Outsiders with this ability. The ally automatically serves the vampire until the next sunrise (or 24 hours), but no longer. A vampire may only have one blood servant in existence at any one time.

  • Night Shroud (Ex)
    Also upon attaining your fifth character level as a vampire, you can use 8 lifewell points to add +2 to your natural armor and turn resistance, add +10 to your cold and electricity resistance, and increase your damage reduction to 20/silver and magic. These effects last until the next sunrise (or 24 hours for those vamps who frequent places such as the Underdark, where the cycle of the sun is not much of a concern).

  • Maximize Blood Spell (Ex)
    After reaching 6 levels as a vampire, 6 lifewell points may be spent to maximize a spell, as if the Maximize Spell feat had been used. The spell's level is not affected.

  • Greater Blood Drain (Ex)
    Upon attaining 7 character levels as a vampire, use of the blood drain ability now drains 1d6 points of permanent Constitution loss, rather than 1d4.

  • Night's Boon (Ex)
    In addition to the Greater Blood Drain ability, after attaining your 7th level as a vampire, you gain the ability to enhance your greater blood drain and children of the night abilities. Either usage of this power costs 6 lifewell points, which must be paid when the enhanced ability is used, and lasts for one use only.
    A vampire using this ability to enhance its greater blood drain ability automatically inflicts the maximum 6 points of permanent Constitution drain, rather than 1d6.
    When using this ability to enhance its children of the night ability, the vampire summons the maximum number of creatures possible.

  • Quicken Blood Spell (Ex)
    Upon reaching 8 levels as a vampire, you may use 8 lifewell points to emulate the Quicken Spell feat upon a single spell you cast. The spell's level is not affected.

  • Night's Strength (Su)
    After reaching 9 levels as a vampire, you can spend 3 lifewell points to temporarily increase your Strength or Dexterity by 2 points. This is an alchemical bonus that lasts until the next sunrise (or 24 hours, to make it easier for vamps that frequent places such as the Underdark where the cycle of the sun is not really an issue).

  • Blood Revel (Su)
    Once 10 levels as a vampire have been achieved, the ability to blood revel becomes available. The blood revel may be entered into anytime blood is drained from a victim, and if such is entered, it begins on the following round, and lasts for a full 10 rounds.
    In this state, the vampire gains a +4 enhancement bonus to Strength, its damage reduction increases to 25/silver and magic, its fast healing increases to 10 hit points per round, and it ignores its weaknesses towards holy symbols and sunlight. However, during the blood revel, the vampire cannot flee from a living foe, and must attack physically every round (a hasted vampire in a blood revel could use its extra partial action to cast a spell so long as it also made a melee attack that round). If the vampire is unable to make a physical attack against a living foe (for example, if trapped inside an Otiluke's Resilient Sphere) the blood revel ends.
    A blood revel ends when the vampire decides it ends, when no living foes are within range, or when 10 rounds are over. For the purposes of a blood revel, foes within range are those that can be reached by a full attack, a move and an attack, or a charge.
    If the vampire had been exposed to sunlight or turning attempts during its blood revel, it must reach a safe haven within 2 hours, wherein it must rest for a full hour, or be utterly destroyed.

Abilities:
Increase from the base creature as follows: Strength +6, Dexterity +4, Intelligence +2, Wisdom +2, Charisma +4. As undead, vampires have no Constitution score.

Skills:
Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise, same as the base creature.

Feats:
Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn't already have these feats.

Weaknesses:
For all their power, vampires have a number of weaknesses.

  • Repelling a Vampire
    Vampires cannot tolerate a strongly presented holy symbol (i.e. the person must truly have faith and believe in the power of the deity in question). Nor can they enter hallowed grounds. A recoiling vampire must stay at least five feet away from the source, 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.

  • Slaying a Vampire
    Simply reducing a vampire's hit points to 0 or below incapacitates but doesn't always destroy it. However, certain attacks can slay a vampire:

    Exposing any vampire to direct sunlight disorients it. It can only take a single move or attack action and is destroyed utterly on the next round if it cannot escape.

    Driving a wooden stake through a vampire's heart paralyzes it, meaning it is considered Helpless. While staked in such a manner, a vampire cannot attain it's gaseous state if reduced to 0 hit points or lower.
    If the stake is removed by an outside source (simply meaning the vampire obviously can't do it himself), then the paralysis is removed and the vampire can act normally.

Miscellaneous Errata:
This section covers various note that don't fit into the categories above.
  • Disease
    While diseases of various sorts will not affect a vampire, the vampire can act as a carrier of any diseases that can be carried within blood that it comes into contact with through it's victims, meaning they have a chance to pass such along to anyone they drain blood from. Victims of their Blood Drain ability must make the appropriate save or saves if the vampire is carrying any diseases of the appropriate type.

Page Last Updated Feburary 24th, 2005

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