Reiko Vampire (3.5e Template)

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Vampire (Reiko Version)[edit]

Vampires are race of powerful immortal self-sustaining monsters that thirsty for blood. They can turn humans into vampires by biting them with their fangs and injecting their venom into their body. After the change, the vampires' physical appearance and muscle mass is enhanced and perfected, making them more attractive than they were as humans. Vampires can also reproduce with each other (the child will be pureblood vampire) or with humans (the child will be half-vampire, which have all the characteristics of a full vampire but lack the blood thirst).

Creating a Vampire (Reiko Version)[edit]

Vampire is an inherited/acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). 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 subtype augmented. 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: Hundredfold the speed of the base creature. It acquires swimming speed, climbing speed and flight speed (maneuverability perfect) as base speed

Armor Class: The base creature’s natural armor bonus improves by +20. Vampire's flesh is much tougher than mortal's flesh, and can be pierced and sliced only by the sharpest objects.

Attack: Vampire retains all the attacks of the base creature and also gains a primary bite attack and a secondary slam attack. Creature with natural weapons retains them. Vampire fighting without weapons would use its bite and slam attacks. Vampire armed with weapon would use its bite and slam attacks or the weapon, as it desires. While vampires possess two retractable, venom-injecting fangs, they use them only to turn others into vamplings, not to attack, as their regular teeth are sharp and hard enough to easily cut even through their own flesh.

Full Attack: Vampire fighting without weapons would use its bite and slam attacks (see above). If armed with a weapon, it usually would use the weapon as its primary attack along with its bite and slam attacks as natural secondary attacks.

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

Size Damage
Fine 4
Diminutive 4d2
Tiny 4d3
Small 4d4
Medium 4d6
Large 4d8
Huge 8d6
Gargantuan 8d8
Colossal 16d6

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

Blood Drain (Ex): Vampires can suck blood from a living victim or a fresh corpse biting it (making a successful grapple check). If they pins the foe, they drain blood, dealing 4d6 HP damage each round the pin is maintained. On each such successful attack, the vampire gains 20 temporary HPs, and the counting of Blood Thirst resets.

Dominate (Su): Vampire can crush others' will by looking onto their eyes or just vocally command them. It doesn't require line of sight to the targets, but they must be able to hear the vampire's voice when it speaks at a normal volume level. This ability can affect more than one creature at the same time. The vampire's targets must succeed on a Will save or fall instantly under the vampire’s influence as though by dominate monster spell (caster level 20th). Other vampires are immune to this ability, but vamplings aren't (and they also gain no will save against the ability, regardless of their attitude to the user).

Turning (Ex): Vampires can turn a human into a vampire by letting it ingest some of their blood. The new vampire may be emotionally attached to its progenitor and may even feel some form of love toward them, be it familial or romantic, but, it is ultimately in control of itself and is free to leave it's progenitor at any time. They also can turn humans into vamplings by biting them with their fangs and inject their venom into their body. The new vampling will be absolutely loyal to its vampire progenitor, and even will die for it if necessary. Both transformations are somewhat painful and take 2d4 hours. Vampires can use either abilities at will.

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

Blood Thirst: Vampires, while don't actually need blood to survive, are thirsty for it. They needs one pint of blood every week or they become starved. Any kind of blood of blood will satisfy them, other than vampiric blood, and it doesn't need to be fresh blood. While starved, if creature bleeds nearby they have to succeed in will save in dc 30 or to attack the bleeding creature. They can't die from starvation (and it also doesn't weaken them in any way), but the thirst grows over time; every week they stay starved the dc is increase by 4 and after a two months the trigger change to non-vampiric living creature who is nearby.

Immortality: Vampires can either turned or born. If they born, they age normally until maturity and then stop aging. Turned vampires stops aging once they turned, regardless to their physical age. Although they have an active metabolism, vampires can die only by decapitation. Vampires require only quarter the amount of sleep humans need (about two hours of sleep per day), and can't get tire from physical activity. They have no need to breathe or to eat, although they can if they want to.

Enhanced Senses: Vampire's senses are extremely heightened. Blindsight 360 feet, Blindsense 3600 feet, Highly Advanced Scent (like Enhanced Scent, but within 1 mile), Prefect Status Vision, micro vision and telescopic vision up to distance of 6 miles.

Enhanced Brain Activity: Vampires possess an enhanced brain activity, which allows them to act and process information way faster than humanly possible. They gain bonus +20 to Initiative and 20 times skill points per level than they should by their class, and can act twice per round. They also have perfect photographic memory.

Damage Reduction (Ex): Vampires have damage reduction 40/silver and magic, epic. Vampire’s natural weapons are treated as epic silver magical weapons for the purpose of overcoming DR.

Regenerative Capabilities (Ex): Vampires have regeneration 20/silver and magic, epic and fast healing 20.

Immunities (Ex): Vampires are immune to energy/ability drain/damage, transmutation, poisons, all diseases and holy/unholy damage.

Resistances (Ex): Vampires have resistance 40 to all elements and spell resistance 30 + their HD and under the effect of permanent non-magical endure elements.

Adhesion (Ex): Vampires can walk, crawl and climb on surfaces at any angle as though with a spider climb spell.

Abilities: Increase from the base creature's abilities as follows: Strength +30, Dexterity +20, Constitution +20, Intelligence +18, Wisdom +18, Charisma +16, +2 Comeliness.

Skills: Vampires have a +20 racial bonus on Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks, and base saving throw bonuses of Fort +12, Ref +16, and Will +16

Feats: Vampires acquire Alertness, Combat Reflexes, Deflect Arrows, Distant Shot, Dodge, Far Shot, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Legendary Wrestler, Lightning Reflexes, Point Blank Shot, Precise Shot, Reflect Arrows, Snatch Arrows, Supreme Strength, and Two-Weapon Fighting, even if the base creature isn't meets the prerequisites.

Environment: Any, usually same as base creature.

Organization: Solitary, pair, gang (1 and 3-6 vamplings), group (1-3 and 7-12 vamplings), horde (4-6 and 13-24 vamplings) or clan (7+ and 25+ vamplings)

Challenge Rating: Same as the base creature +16.

Treasure: Fourfold standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Same as the base creature +16.

Vampire Weaknesses[edit]

Due to their heightened senses, vampires may be disturbed by sudden strong lights and noises. However, it only disturbs them for a moment. Beheading them, or ripping them to shreds, will kill them. Also, while they are quite resilient to fire, they can be killed by intense inferno.

Vampling[edit]

Vamplings, also known as sub-vampires, are weaker and much more common variation of true vampires; there are about 1000 vamplings for each vampire. Other than the power level, they have similar characteristics to vampires.

Creating a Vampling[edit]

Vampling is an inherited/acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). 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 subtype augmented. 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: Tenfold the speed of the base creature. It acquires swimming speed, climbing speed and flight speed (maneuverability perfect) as base speed

Armor Class: The base creature’s natural armor bonus improves by +6. Vampling's flesh is tougher than mortal's flesh, however still can be pierced and sliced only by sharp objects.

Attack: Vampling retains all the attacks of the base creature and also gains a primary bite attack and a secondary slam attack. Creature with natural weapons retains them. Vampling fighting without weapons would use its bite and slam attacks. Vampling armed with weapon would use its bite and slam attacks or the weapon, as it desires. Like true vampires, vamplings possess two retractable, venom-injecting fangs, they use them only to turn others into vamplings, not to attack, their regular teeth are sharp and hard enough to cut even through their own flesh.

Full Attack: Vampling fighting without weapons would use its bite and slam attacks (see above). If armed with a weapon, it usually would use the weapon as its primary attack along with its bite and slam attacks as natural secondary attacks.

Damage: Vamplings have a primary bite attack and a secondary slam attack. If the base creature does not have those attack forms, 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: Vampling retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + vampling’s HD + vampling’s Cha modifier unless noted otherwise.

Blood Drain (Ex): Vamplings can suck blood from a living victim or a fresh corpse biting it (making a successful grapple check). If they pins the foe, they drain blood, dealing 2d4 HP damage each round the pin is maintained. On each such successful attack, the vampling gains 5 temporary HPs, and the counting of Blood Thirst resets.

Dominate (Su): Vampling can crush an other’s will by looking onto its eyes. This is similar to a gaze attack, except that the vampling must use a standard action, and those merely looking at it aren't affected. The vampling's target must succeed on a Will save or fall instantly under the vampling’s influence as though by dominate human spell (caster level 12th). The ability has a range of 30 feet. Vampires and other vamplings are immune to this ability.

Turning (Ex): Vamplings can turn a human into a vampling by biting it with their fangs and inject their venom into its body. The transformation is somewhat painful and takes 2d4 hours. The new vampling may be emotionally attached to its vampling progenitor and may even feel some form of love toward them, be it familial or romantic, but, it is ultimately in control of itself and is free to leave it's progenitor at any time. Vamplings can use this ability at will.

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

Blood Thirst: Vamplings, similarly to true vampires, don't actually need blood to survive, however are thirsty for it even more than true vampires. They needs one pint of blood every 4 days or they become starved. Any kind of blood of blood will satisfy them, other than vampiric blood, and it doesn't need to be fresh blood. While starved, if creature bleeds nearby they have to succeed in will save in dc 30 or to attack the bleeding creature. They can't die from starvation (and it doesn't weaken them in any way), but the thirst grows over time; every week they stay starved the dc is increase by 4 and after a month the trigger change to non-vampiric living creature who is nearby.

Immortality: Vamplings can either turned or born. If they born, they age normally until maturity and then stop aging. Turned vamplings stop aging once they turned, regardless to their physical age. Although they have an active metabolism, vamplings can die only by decapitation. Vamplings require only half the amount of sleep humans need (about four hours of sleep per day), and can't get tire from physical activity. They have no need to breathe or to eat, although they can if they want to.

Enhanced Senses: Vampling's senses are heightened. Blindsight 60 feet, Blindsense 600 feet, Advanced Scent (like Enhanced Scent, but within 600 feet), Prefect Status Vision, micro vision and telescopic vision up to distance of 1 miles.

Enhanced Brain Activity: Vamplings possess an enhanced brain activity, which allows them to act and process information way faster than humanly possible. They gain bonus +6 to Initiative and 6 times skill points per level than they should by their class, and can act twice per round. They also have perfect photographic memory.

Damage Reduction (Ex): Vamplings have damage reduction 10/silver and magic. Vampling’s natural weapons are treated as silver magical weapons for the purpose of overcoming DR.

Fast Healing (Ex): Vamplings have fast healing 5. They can regrow lost body parts.

Immunities (Ex): Vamplings are immune to ability drain/damage, poisons, all diseases and unholy damage.

Resistances (Ex): Vamplings have resistance 10 to all elements and spell resistance 12 + their HD and under the effect of permanent non-magical endure elements.

Adhesion (Ex): Vamplings can walk, crawl and climb on surfaces at any angle as though with a spider climb spell.

Abilities: Increase from the base creature's abilities as follows: Strength +8, Dexterity +6, Constitution +6, Intelligence +6, Wisdom +6, Charisma +4, +1 Comeliness.

Skills: Vamplings have a +6 racial bonus on Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks, and base saving throw bonuses of Fort +3, Ref +4, and Will +4

Feats: Vamplings acquire Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, even if the base creature isn't meets the prerequisites.

Environment: Any, usually same as base creature.

Organization: Solitary, pair, gang (3–6 and 1 vampire), group (7–12 and 1-3 vampires), horde (13–24 and 4-6 vampires) or clan (25+ and 7+ vampires)

Challenge Rating: Same as the base creature +4.

Treasure: Double standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Same as the base creature +8.

Vampling Weaknesses[edit]

Vampling which been suddenly exposed to direct sunlight (or any other especially bright light) becomes dazzled for one round. Vamplings can be harmed by silver, however they can touch it as usual (it doesn't burn their flesh via mere touch). Driving a silver stake through a vampling’s heart instantly paralyzes it. However, it returns to normal once the stake is removed, unless the body is destroyed. Beheading them, or ripping them to shreds, will kill them. An intense fire (such as created by flamethrower) can kill them.


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