Half-Vampire (3.5e Template)
From D&D Wiki
- 1 Half Vampire
In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire's blood drain attack, the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.
Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.
Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.
Creating a Half-Vampire
“Half-Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). A Half-Vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
"Half-vampire" is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature's size and type do not change.
A half-vampire uses all the base creature's statistics and special abilities except as noted here.
Armor Class: The base creature’s natural armor bonus improves by +2
Due to his vampiric blood, and being half dead, a half-vampire can live for hundreds of years beyond the normal lifespan of his non vampiric heritage.
Attack: A vampire retains all the attacks of the base creature. A creature with natural weapons retains those natural weapons.
Special Attacks: A Half-Vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + half-vampire’s HD + half-vampire’s Cha modifier unless noted otherwise.
Gain the following abilities:
Lesser Blood Drain (Ex): Half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d6 points of damage each round the pin is maintained. A half-vampire can't drain more points of health in a single hour than its Constitution score. When a half-vampire drains a victim, it gains 1 temporary hit points per damage dealt, but this can not exceed the total of 5 temporary hit points. Temporary hit points gained in this way last for up to 1 hour.
A half vampire may also choose one ability of the following three:
A half vampire may choose to upgrade their Lesser Blood Drain (Ex) to Blood Drain (Ex) instead, removing the 1d4 points of HP damage, substituting it with 1d6 points of Constitution drain, as described below.
Blood Drain (Ex) : A half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d6 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour.
Charming Gaze (Su) : A Half-Vampire can gain the trust of others with a sharp look. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a charm person spell (caster level 9th). The ability has a range of 30 feet. If the attempt fails it is not usable on the same creature for 24-hours.
Children of the Night (Su) : Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.
Immunity to paralysis, poison, and disease.
A Half-Vampire does not sleep as most other creatures do, instead she falls into a four-hour fully aware sleep state (Reverie). Consequently, she is able to remain active far longer than other races.
Damage Reduction (Su): A Half-Vampire has damage reduction 5/silver or magic. A Half-Vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction, but only if the base creature had natural weapons already.
Resistances (Ex): A Half-Vampire has resistance to cold 5 and electricity 5.
Darkvision (Ex): 60ft
Fast Healing (Su): A Half-Vampire gains 1 hp per round as long as it has at least 1 hp. If the Half Vampire's hp reaches 0, they can no longer heal and will suffer normal penalties.
Spider Climb (Su): A Half-Vampire can move as if using the spider climb spell.
Unlike a Vampire, a Half-Vampire is a living creature and therefore retains her constitution score.
She also gains +2 Str, +2 Dex, +2 Cha
Same as base creature, but Half-Vampires also have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Spot and Survival.
Same as base creature +1
Any, usually same as base creature.
By character class
Same as the base creature +2