Reiko Vampire (3.5e Template)

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Vampire (Reiko Version)[edit]

Vampires are a species of supernatural creatures that can only gain nutrition from blood. Humans can be turned into vampires if they ingest a decent amount of vampire blood. Contrary to common lore though, vampires aren't immortal; rather, vampires are just immensely long-lived, able to potentially live for over 5 millennia before finally dying of old age. Vampires also don't really show signs of old age, and retain their strength and vitality even into advanced old age. Vampires can extend their upper canine teeth into razor-sharp fangs and their fingernails into pointed claws. Vampires can have children, but they aren't very fertile. The offspring of two vampires are always pureblood vampires, as are the offspring of a vampire and a vampling. However, the genetic difference between vampires and humans makes it impossible for the two species to produce offspring together. Turning a pregnant woman will also affect the fetus, turning it into a vampire as well.

Creating a Vampire (Reiko Version)[edit]

Vampire is an inherited/acquired template, which can be applied on any Humanoid (referred to hereafter as the base creature). A vampire uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Monstrous Humanoid. It acquires the subtypes Augmented and Vampire. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d20s.

Speed: Eightfold all the speeds of the base creature. They acquire swimming/climbing speed equal to their base speed and flight speed (maneuverability perfect) equal to twice their base speed.

Armor Class: The base creature’s natural armor bonus improves by +12. Vampire flesh is considerably tougher and more durable than human flesh, making them harder to damage.

Attack: A vampire retains all the attacks of the base creature, and receives 2 primary claw attacks, a secondary bite attack and a secondary slam attack.

Full Attack: A vampire fighting without weapons would use its natural attacks (see above). A vampire can use a bite attack along with a blood drain (see below) as a full attack.

Damage: Vampires possess 2 primary claw attacks, a secondary bite attack and a secondary slam attack. If the base creature does not have those attacks, use the appropriate damage value from the table below according to the vampire’s size.

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

Special Attacks: A vampire retains all the special attacks of the base creature, and also gains those described below. Saves have a DC of 20 + vampire’s HD + vampire’s ability modifier unless noted otherwise.

Blood Drain (Ex): Vampires can suck blood from a living victim or a fresh corpse, from an open wound. If there isn't one, they can make one by biting it with their fangs (making a successful grapple check). If they pin the foe, they drain blood, dealing 4d6 hp damage each round the pin is maintained. On each such successful attack, the vampire gains 10 temporary HPs that last 1 day (albeit they still have no chance to become permanent), and the counting of Blood Hunger resets.

Turning (Ex): ampires can turn a human into a vampire, by allowing (or forcing) them to consume a pint of their blood. The transformation is (mostly) painless and takes about 2d4 hours. The new vampire may be emotionally attached to their progenitor, and perhaps even feel some form of love toward them, be it familial or romantic, but are ultimately fully in control of themselves, and free to leave their progenitor at any time. Vampires can use this ability at will.

Special Qualities: A vampire retains all the special qualities of the base creature, and receives those described below.

Blood Hunger: Vampires must regularly consume blood to maintain their health. If they abstain from blood for a month, they become starved. Any kind of blood is nutrient for them, including vampling and even vampire blood, albeit it must be fresh or preserved. While they are starved, if a creature bleeds nearby, they must succeed on a Will save at DC 30, or to wildly attack the bleeding creature. Starved vampires are permanently fatigued, and, if they remain starved for 4 months, they become permanently exhausted. If a vampire remains starved for a year, they fall into a catatonic state, which lasts until they receive blood. Vampires starved to such a severe point only maintain negligible metabolism, thus effectively don't age.

Longevity: Born and turned vampires mature at a similar rate to humans, however once they reach maturity their aging slows down drastically, providing them with an incredibly long lifespan of about 5 millennia; even vampires who were turned at old age can still live well over a thousand years. They also don't really show signs of old age and retain their strength and vitality even into advanced old age.

Heightened Senses: Vampires possess exceedingly sharp senses. Blindsight out to 120 feet, Blindsense out to 600 feet, Advanced Scent within 1200 feet and Perfect Darkvision. They are particularly sensitive to the smell of blood and can track exposed blood by scent within 3000 feet.

Enhanced Brain Capability: Vampires possess enhanced cognitive ability. as such, they can learn much quicker than ordinary humans. They receive 12 additional skill points and an additional feat per level. They also possess perfect photographic memory.

Damage Reduction (Ex): Vampires are highly resilient, and mostly unaffected by conventional harm, even if said harm has physically damaged them. However, enchanted silver is quite harmful for them and can badly damage them. They have damage reduction 20/silver and magic. In addition, a vampire's natural weapons are treated as silver magical weapons for the purpose of overcoming DR.

Advanced Healing Factor (Ex): Vampires possess a very potent healing factor, able to quickly regenerate nearly all injuries and even entire sections of their body; they have regeneration 10/silver and magic and fast healing 1, and restore 1 point of ability damage per round and 1 point of drained ability per minute. Also, any defect to their senses is mended, and they can't receive natural defects to their senses.

Super Stamina (Ex): Vampires require only very little sleep, and an extreme physical effort is required in order to tire them. They require no oxygen or sustenance (other than blood), but can breathe normally and can consume and completely digest almost any organic substance, along with some non-organic substances (it gives them no nutrition whatsoever though).

Resistances (Ex): Vampires have resistance 30 to all elements. They also gain an additional +12 bonus against magical poisons and diseases.

Immunities (Ex): Vampires are immune to nonmagical poisons and diseases.

Adhesion (Ex): Vampires can climb on any surface, even vertically and upside down, without needing to make a Climb check. They can negate any fall simply by clinging to a surface.

Hypnosis: Hypnosis: Vampires can hypnotize any being with a weaker will than their own to do whatever they say, just by looking unto their eyes. This works like a gaze attack, except they must use a standard action and those merely looking are not affected. They can commend them to do anything, including kill others and even commit suicide, and their control lasts until they wish to end it. While someone is under their control, they can alter and/or erase any of their extant memories, and/or implant new, fake memories. However, their control is channeled by verbal commands; their hypnotized targets must be able to hear them in order for them to command them. Additionally, vamplings are particularly susceptible to this ability and aren't entitled for a Will save against it. This ability has a fairly short range of 10 feet.

Abilities: Increase from the base creature's ability scores, as follows: Strength +30, Dexterity +20, Constitution +20, Intelligence +6, Wisdom +12, Charisma +12, +2 Comeliness.

Skills: Vampires gain a +20 bonus on Acrobatics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks, and a +8 bonus on Knowledge checks.

Feats: Vampires acquire the feats Alertness, Blind-Fight, Combat Reflexes, Deflect Arrows, Deft Hands, Distant Shot, Diehard, Dodge, Endurance, Far Shot, Improved Grapple, Improved Initiative, Improved Stealth, Improved Track, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Snatch Arrows, Supreme Strength, Track and Two-Weapon Fighting, even if the base creature doesn't meet the prerequisites.

Environment: Any, usually same as base creature. Solitary vampires as well as smaller vampire groups usually change their location every decade or so, in order to prevent normal people from noticing their exceedingly slow aging. However, many larger families/clans instead permanently/semi-permanently inhabit small settlements, or, alternatively, entire neighborhoods in large cities. Those settlements/neighborhoods are usually in fact under the complete dominion of the vampire family/clan, with human residents being either confidantes or hypnotized, and normally used as living blood bags or for the need of disguise (often both).

Organization: Solitary, pair, family (3-12 vampires and 25-49 vamplings), grand family (13-49 vampires and 50-199 vamplings) or clan (50+ vampires and 200+ vamplings).

Challenge Rating: Same as the base creature +16.

Treasure: Between half to fourfold standard. Larger vampire families/clans are generally very wealthy, and even smaller families are typically quite well off. However, loners and small groups, who can't stay in one place for too long, are usually unable to amass too many belongings.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Same as the base creature +12.

Vampire Weaknesses[edit]

Severe Physical Trauma: Though vampires are mostly unaffected by physical harm, they are not impervious to pain. As such, vampires can still be harmed by sufficiently severe physical trauma, which, sometimes, may even temporarily incapacitate them, until they regenerate the damage. However, the only kind of physical trauma that can kill vampires is removing their head.

Spinal Damage: Damage to the spinal cord affects vampires the same way it affects humans, albeit, due to their healing factor, they can quickly regenerate the damage. If their neck is broken, they are effectively incapacitated for several minutes, until it fully heals. However, spinal damage can never kill them; even if their entire spine has been ripped off, it will simply regrow.

Beheading: Removing a vampire's head or even just a significant part of it is always fatal for them, regardless of the method used to accomplish that.

Magic: Vampires are as susceptible to magic as human beings; they can be stunned, contained, harmed and (if used to behead them or destroy their body) killed by magic, spells and curses. In addition, magic can block their hypnotic power and even remove its effects.

Enchanted Silver: While normal, mundane silver has no negative effect on vampires, silver enchanted via spells can badly damage vampires, since the combination of silver and magic is quite harmful for them. They also heal wounds inflicted by such silver slower than usual.

Fire: While vampires are extremely resilient to fire, they can still be burned, potentially even killed, by an intense inferno. Also, flames that contain silver badly irritate their skin, even if they are weak. Vampires can endure brief exposure to lava, but immersion in it may prove fatal.

Corrosives: While they are very resistant, vampires can still be damaged by powerful corrosive substances, but due to their potent healing factor, such damage is almost never permanent. Corrosive substances which contain silver are more harmful for them, and damage caused by them heal slower.

Electricity: While vampires can withstand electricity far better than humans, they aren't completely immune and sufficiently high voltage can still harm them and knock them out.

Vampling[edit]

Vamplings, also known as sub-vampires, are a weaker and much more common cousins of true vampires; there are approximately a hundred vamplings per each true vampire. Other than their power level, they share many of their traits with vampires, including their ability to procreate and turn others. Vamplings, while have rather strong minds, and can easily manipulate human minds, simply cannot resist the mental control of a true vampire, since they are, by both genetic and mystical default, subordinate to true vampires. A vampling never willingly disobeys their vampire master. A vampire becomes a vampling's master if the vampling consumes some of their blood. A vampling can only have one vampire master at a time; they must first be released by their master, or untethered from them magically, in order to be able to gain a new vampire master. Vamplings are also extremely long lived, but less than true vampires; still, they can potentially live over a thousand years.

Creating a Vampling[edit]

Vampling is an inherited/acquired template, which can be applied on any Humanoid (referred to hereafter as the base creature). A vampling uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Monstrous Humanoid. It acquires the subtypes Augmented and Vampire. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Triple the speed of the base creature. They also gain swimming/climbing speed equal to half their base speed and flight speed (maneuverability perfect) equal to their base speed.

Armor Class: The base creature’s natural armor bonus improves by +6. Vampling flesh is slightly more durable than human flesh, making them a bit harder to damage.

Attack: A vampling retains all the attacks of the base creature and receives 2 primary claw attacks, a secondary bite attack and a secondary slam attack.

Full Attack: A vampling fighting without weapons would use its natural attacks (see above). Vamplings can also use a bite attack along with a blood drain (see below) as a full attack.

Damage: Vamplings have two primary claw attacks, a secondary bite attack and a secondary slam attack. If the base creature does not have those attacks, use the appropriate damage value from the table below according to the vampling’s size.

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

Special Attacks: A vampling retains all the special attacks of the base creature, and also gains those described below. Saves have a DC of 10 + vampling’s HD + vampling’s ability modifier unless noted otherwise.

Blood Drain (Ex): Vamplings can suck blood from a living victim or a fresh corpse, from an open wound. If there isn't one, they can make one by biting it with their fangs (making a successful grapple check). If they pin the foe, they drain blood, dealing 2d6 hp damage each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary HPs that last 1 day (though they still have no chance to become permanent) and the counting of Blood Hunger resets.

Turning (Ex): Vamplings can turn a human into a vampling by allowing or forcing them to consume a pint of their blood; the transformation is rather uncomfortable and takes 4d8 minutes. The new vampling may be emotionally attached to their progenitor, and perhaps even feel some form of love toward them, be it familial or romantic, but are ultimately fully in control of themselves and free to leave their progenitor at any time. Vamplings can use this ability at will, but can't turn people who have bloodshade in their system.

Special Qualities: Vampling retains all the special qualities of the base creature and receives those described below.

Blood Hunger: Vamplings must regularly consume blood to maintain their health; they require much more blood than true vampires. If they abstain from blood for a week, they become starved. Any kind of blood is nutrient for them, except vampire and vampling blood as well as blood laced with bloodshade (bloodshade is poisonous for them), although it must be fresh or preserved. While they are starved, if any creature, other than a vampling or a vampire, bleeds nearby they must succeed on a Will save at dc 30 or to wildly attack the bleeding creature. The save's dc increases by 5 every month they remain starved. Starved vamplings are permanently fatigued, and, if they remain starved for a month, they become permanently exhausted. If a vampling remains starved for three months, they into catatonic state, which lasts until they receive blood. Vamplings starved to such a severe point only maintain negligible metabolism, thus effectively don't age.

Longevity: Born and turned vamplings mature at a similar rate to humans, though once they reach maturity their aging slows down considerably, providing them with a particularly long lifespan of about a thousand years; even vamplings who were turned at old age can still live a few centuries. They also don't really show signs of old age, and retain their strength and vitality even into advanced old age.

Heightened Senses: Vamplings possess very keen senses. Blindsight out to 30 feet, Blindsense out to 150 feet, Advanced Scent within 300 feet, Superior Low-Light Vision and Superior Darkvision. Additionally, vamplings can track exposed blood by scent within 600 feet.

Enhanced Brain Capability: Vamplings possess enhanced cognitive ability, and as such can learn much quicker than ordinary humans. They gain 4 additional skill points per level. They also have enhanced memory.

Damage Reduction (Ex): Vamplings are resilient and mostly unaffected by conventional harm, even if said harm has physically damaged them. However, their durability doesn't extend to enchanted weapons and silver is quite harmful for them. They have damage reduction 10/magic or silver. Their natural weapons are treated as magical weapons for the purpose of overcoming DR.

Healing Factor (Ex): Vamplings possess a potent healing factor, able to quickly heal most injuries; they can also regrow most internal organs. They can easily surgically reattach external appendages even if days have passed since they were severed. They have fast healing 5 and restore 1 point of ability damage per round and 1 point of drained ability per minute. Additionally, any defect to their senses is mended, and they can never receive natural defects to their senses.

Super Stamina (Ex): Vamplings require only a little sleep, and a serious physical effort is required in order to tire them. They can hold their breath for 10 times as long as the base creature. They also require no nutrition other than blood, but can consume and digest normal food (it gives them no nutrition though). When starved however, they lose the ability to consume normal food.

Resistances(Ex): Vamplings have resistance 10 to cold and electricity.

Immunities (Ex): Vamplings are immune to nonmagical poisons and diseases.

Vulnerabilities (Ex): Vamplings are particularly vulnerable to fire (suffer 200% damage). Furthermore, they aren't entitled for a Will save against a vampire's hypnosis ability.

Adhesion (Ex): Vamplings can climb on any surface, even vertically and upside down, without having to make a Climb check. They can negate any fall simply by clinging to a surface.

Hypnosis: Vamplings can hypnotize any being with a weaker will than their own to do whatever they say, just by looking unto their eyes. This works like a gaze attack, except they must use a standard action and those merely looking are not affected. They can commend them to do anything, including kill others and even commit suicide, and their control lasts until they wish to end it. While someone is under their control, they can alter and/or erase any of their extant memories, and/or implant new, fake memories. However, their control is channeled by verbal commands; their hypnotized targets must be able to hear them clearly in order for them to command them. This ability can only affect Humanoid and Animal type creatures and doesn't affect creatures with bloodshade in their system. This ability has a fairly short range of 10 feet.

Abilities: Increase from the base creature's ability scores, as follows: Strength +12, Dexterity +10, Constitution +10, Intelligence +2, Wisdom +6, Charisma +4, +1 Comeliness. Although superior to humans, vamplings are not nearly as powerful as true vampires.

Skills: Vamplings gain a +6 bonus on Acrobatics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks, and a +2 bonus on Knowledge checks.

Feats: Vamplings acquire Alertness, Combat Reflexes, Deft Hands, Dodge, Endurance, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Track and Two-Weapon Fighting, even if the base creature doesn't meet the prerequisites.

Environment: Any, usually same as base creature. Most vamplings prefer heavily populated urban areas, such as large cities, or, alternatively, nets of small, neighboring settlements, in which no one notices who arrives and leaves and people can easily become practically invisible. However, vamplings who have a true vampire master or are even simply directly subordinated to a true vampire generally reside in the same residence as them, or in one very near; regardless, due to their allegiance, such vamplings have the same environmental preferences as their true vampire masters/superiors.

Organization: Solitary, pair, gang (3-6 vamplings), group (7-12 vamplings), horde (13-24 vamplings), clan (25+ vamplings) or family (3-12 vamplings). Generally, vamplings seldom gather in groups larger than several dozen members, unless they are forced to (by magic, a great threat or sufficiently powerful and fearsome individual) or directly subordinated to true vampires, mainly because such large numbers of vamplings gathering together are usually highly unstable, and particularly prone to deadly violence without the presence of someone (preferably a true vampire) to organize and command them. Because vamplings are much more common than true vampires, many mistake them for true vampires, due to the general unfamiliarity with the actual species.

Challenge Rating: Same as the base creature +4. Vamplings are very dangerous due to their powerful abilities, though they aren't nearly as dangerous as true vampires. Vamplings who are subordinated to true vampires are often even more dangerous than other vamplings, since they are better trained and coordinated and can also be encountered in far greater numbers.

Treasure: Between half to double standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Same as the base creature +6.

Vampling Weaknesses[edit]

Sunlight: Though they aren't harmed per se by direct sunlight, vamplings are still irritated by it. They suffer a -2 penalty on all saves, ability checks and attack rolls while significantly exposed to direct sunlight. Indirect sunlight doesn't irritate them this way though.

Photosensitivity: Vampling eyes are very sensitive, and easily irritated by bright lights. Abrupt exposure to bright light (like direct sunlight) blinds vamplings for 1 round and, while in an area of bright light, they are dazzled. Both effects can be countered by wearing sunglasses or similar instruments.

Physical Trauma: Although vamplings are resilient to physical harm, they aren't impervious to pain, and can be harmed by severe physical trauma, which usually incapacitates them until the damage heals. Sufficiently severe physical trauma can even kill a vampling.

Heart Extraction: Removing a vampling's heart is always fatal for them. Even removing just a significant part of a vampling's heart may prove fatal for them, as well.

Spinal Damage: Damage to the spinal cord still affects vamplings the same way it affects humans, albeit, due to their healing factor, they quickly heal the damage. If their neck is broken, vamplings are effectively incapacitated for potentially hours. While incapacitated this way, vamplings are unconscious, and appear dead. If a vampling's entire spine is removed, they always die.

Beheading: Removing a vampling's head is always fatal for them.

Asphyxiation: Vamplings will still ultimately faint if deprived of oxygen for long enough periods of time; they can also potentially suffocate to death.

Magic: Vamplings are as susceptible to magic as any human being and can be stunned, contained, harmed and even killed by magic, spells and curses. Magic can also use used to enchant weapons to be able to bypass their durability. Magic can block their hypnotic power and even remove its effects.

Silver: Silver is poisonous for vamplings; mere contact with it burns them, and being injured by silver is severely harmful for them. If their heart is impaled by silver, they are paralyzed until the silver is removed. Silver emulsion severely weakens and, in sufficient amounts, also paralyzes vamplings. Sufficiently prolonged exposure to large amounts of silver emulsion can potentially kill vamplings.

Fire: Vamplings are highly flammable and sensitive to fire; if they are set on fire, they will quickly burn and die if the flames won't be extinguished in time. Flames that contain silver are even more dangerous for them - merely being near such flames irritates their skin, and, if they are directly exposed to such flames, they can be severely burned even from momentary exposure.

Corrosives: Vamplings are as susceptible to corrosive substances as humans. In addition, despite their healing factor, certain powerful corrosives still can leave vamplings scarred for years. Corrosive substances that contain silver are very harmful for vamplings and, in sufficient amounts, can kill them.

Electricity: While vamplings can withstand electricity considerably better than human beings, a sufficiently high voltage can harm them, knock them out, and even kill them.

Bloodshade: Vamplings are very sensitive to a rare flower named bloodshade, which is extremely toxic to them and also blocks their hypnotic power. Drinking bloodshade-laced blood severely weakens them and they cannot turn people who have bloodshade in their system.

Bloodshade[edit]

Bloodshade is a rare flower that is harmless to humans and true vampires, and they can even ingest it with no ill effect; however, bloodshade is exceedingly toxic to vamplings. Mere contact with a bloodshade bloom irritates a vampling's skin, and if bloodshade enters their system (through ingestion, injection or even being wounded by a bloodshade-laced object) they become weak and feverish (exhausted, sickened and dazed) for 1d6 minutes per ml; a sufficient amount can even render them unconscious. Also, if an individual has bloodshade in their system (following ingestion/injection, bloodshade normally remains in someone's system for a day per ml), they can't be hypnotized by vamplings, and their blood becomes innutritious and poisonous for vamplings. In addition, people with bloodshade in their system can't be turned into vamplings.


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