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| Nerus Vorin12-25-03, 12:46 PM | I've posted these before...like a year ago... I was hoping to get some input from all of the new guys or older guys who missed it... -Nerus Vorin Dhamphir and Vampyre Vampires are creatures that enjoy seducing the material plane and all of its population with their great power. Sometimes though, the Vampire may fall in love with one its many victims and accidentally have a cursed child. There are two different versions of this child, a Dhamphir and Vampyre. The Dhamphir has a father vampire and a mother humanoid creature. A Vampyre is a mother Vampire and father humanoid creature. The differences are hard to determine by looking at them, but extremely noticeable with any type of interaction. The Dhamphir is physically built creature that possesses unimaginable strength and speed, however, they lack the charm of their sister race. The Vampyre is a beautiful creature with great charm and personality, but lack the strength and vigor of their sister race. Either way they are both granted traits from one side of their darkened ancestors. Creating a Dhamphir “Dhamphir” is a template that can be added onto any humanoid or monstrous humanoid (referred to hereafter as the “base creature”). The creatures type changes to “Partial Undead”. It uses the base creature’s statistics and abilities except as noted here (Keep in mind, the base creature is born a Dhamphir). Hit Dice: Increase hit dice by one step to a maximum of a d12. Speed: Same as base creature. AC: The base creature’s natural armor improves by +4. Attacks: The Dhamphir retains all of the attacks of the base creature and also gains a slam attack. Damage: Dhamphir have slam attacks. If the base creature does not have this attack form, use the damage value on the table below. If it does, use the greater damage of the two. Size Damage Fine - Diminutive 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 2d8 Special Attacks: A Dhamphir retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 its’ hit dice + it’s charisma modifier unless noted otherwise. Blood Drain: A Dhamphir can suck blood from a victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d3 points of temporary constitution damage each round the pin is maintained. It heals 5 hit points for every 2 points of constitution it drains. They do not have to use this attack to survive under any circumstances. Create Undead: Any creature slain by the Dhamphirs blood drain rises as a zombie of its size 1d6 days later. It is not under its sire’s control at any time. Special Qualities: A Dhamphir retains all of the special qualities of the base creature and gains those listed below. Damage Reduction: The Dhamphirs body is tough, giving the creature a 15/silver damage reduction. Resistance: A Dhamphir has a cold and electricity resistance of 10. Fast Healing: A Dhamphir heals 3 hit points per round so long it has one hit point. It is not destroyed when it reaches 0 hit points, but still incurs all penalties as a dying creature until killed when it reaches –10 hit points. Partial Undead: As a partial undead it gets a +4 bonus on all saves that involve mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It has a 75% chance to take normal damage on a critical hit and a 50%chance to not be killed by death from massive damage each time it happens. It only takes half damage from subdual attacks and gets a +2 on saves involving energy drain and ability drain. Also, they are not subject to turn/rebuke undead. Dhamphir Weaknesses: Dhamphir still has some of the normal vampire like weaknesses. Extended Life: The life span of a Dhamphir increases by 50 percent of its base creatures maximum age. They show very little signs of aging even when venerable. They do no not receive any penalties of aging until they are venerable, but receive all of the bonuses until and through that point. Saves: Same as base creature. Abilities: Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +2, and Charisma +2. As a partial undead he has an abnormally tough body giving him a higher constitution. Skills: Dhamphirs get a +4 bonus to balance, climb, hide, listen, move-silently, spot, and tumble. Feats: Dhamphirs gains Alertness, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and does not already have the feats. Climate/Terrain: Any land and underground Organization: Usually solitary Challenge Rating: As base creature +1 Treasure: Standard Alignment: Usually chaotic. Advancement: By character class Dhamphir Weaknesses Garlic: If the creature ingests garlic in any way, it acts as if Slowed for 1 round. Sunlight: Exposing a Dhamphir to sunlight does not physically harm it, but it does knock its focus away from the task at hand. This effectively gives it a –2 to all attack rolls. Stakes: Any sharp object made of silver or better driven through the heart of a Dhamphir disorients it severely. The creature suffers a –4 to attack and damage and can only move at half of its base speed. Also, it can only take partial actions and loses its damage reduction while the stake is in. If it is a critical hit (assuming he rolls a 76 or higher on the D%)then it dies just as any other creature would if struck in the heart. The creature may take a full-round action to remove the stake from the heart, but incurs all attacks of opportunity necessary and takes the same amount of damage again it did when originally put in. This could effectively kill him. A successful Heal check (DC 20) can be made to reduce the damage by half and a DC 25 to reduce it by full. Creating a Vampyre “Vampyre” is a template that can be added onto any humanoid or monstrous humanoid (referred to hereafter as the “base creature”). The creatures type changes to “Partial Undead”. It uses the base creature’s statistics and abilities except as noted here (Keep in mind, the base creature is born a Vampyre). Hit Dice: Same as base creature. Speed: Same as base creature. AC: The base creature’s natural armor improves by +2. Attacks: The Vampyre retains all of the attacks of the base creature and also gains a slam attack. Damage: Vampyre have slam attacks. If the base creature does not have this attack form, use the damage value on the table below. If it does, use the greater damage of the two. Size Damage Fine - Diminutive - Tiny 1 Small 1d2 Medium 1d3 Large 1d4 Huge 1d6 Gargantuan 1d8 Colossal 2d6 Special Attacks: A Vampyre retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 its’ hit dice + it’s charisma modifier unless noted otherwise. Blood Drain: A Vampyre can suck blood from a victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d2 points of temporary constitution damage each round the pin is maintained. They do not have to use this attack to survive under any circumstances. Create Undead: Any creature slain by the Vampyres blood drain rises as a zombie of its size 1d6 days later. It is not under its sire’s control at any time. Charm: A Vampyre can summon some of the long lost charm of the Vampire ancestors it has and focus a gaze attack that duplicates the spell Charm Person as cast by a 5th level Sorcerer. Vampyre can use this attack as many times per day as their charisma modifier +3. Spider Climb: Vampyre have inherited one of the more unique abilities in the Vampire world, Spider Climb. It is a continuous effect that cannot be dispelled. Special Qualities: A Vampyre retains all of the special qualities of the base creature and gains those listed below. Damage Reduction: The Vampyre body is tough, giving the creature a 10/silver damage reduction. Resistance: A Vampyre has a cold and electricity resistance of 10. Fast Healing: A Vampyre heals 2 hit points per round so long it has one hit point. It is not destroyed when it reaches 0 hit points, but still incurs all penalties as a dying creature until killed when it reaches –10 hit points. Partial Undead: As a partial undead it gets a +4 bonus on all saves that involve mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It has a 75% chance to take normal damage on a critical hit and a 50%chance to not be killed by death from massive damage each time it happens. It only takes half damage from subdual attacks and gets a +2 on saves involving energy drain and ability drain. Also, they are not subject to turn/rebuke undead. Vampyre Weaknesses: Vampyre still has some of the normal vampire like weaknesses. Extended Life: The life span of a Vampyre increases by 50 percent of its base creatures maximum age. They show no signs of aging even when venerable. Furthermore, they only receive the bonuses of aging, completely ignoring the penalties. Saves: Same as base creature with a +2 bonus to Will Saves. Abilities: Increase from the base creature as follows: Strength +2, Dexterity +4, Intelligence +2, Wisdom +2, and Charisma +4. Skills: Vampyre get a +4 bonus to balance, bluff, diplomacy, hide, listen, move-silently, search, sense motive, spot, and tumble. Feats: Vampyre gains Alertness, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and does not already have the feats. Climate/Terrain: Any land and underground Organization: Usually solitary Challenge Rating: As base creature +1 Treasure: Standard Alignment: Usually chaotic. Advancement: By character class Vampyre Weaknesses Garlic: If the creature ingests garlic in any way, it acts as if Slowed for 1 round. Sunlight: Exposing a Vampyre to sunlight does not physically harm it, but it does knock its focus away from the task at hand. This effectively gives it a –2 to all attack rolls. Stakes: Any sharp object made of silver or better driven through the heart of a Vampyre disorients it severely. The creature suffers a –4 to attack and damage and can only move at half of its base speed. Also, it can only take partial actions and loses its damage reduction while the stake is in. If it is a critical hit (assuming he rolls a 76 or higher on the D%) then it dies just as any other creature would if struck in the heart. The creature may take a full-round action to remove the stake from the heart, but incurs all attacks of opportunity necessary and takes the same amount of damage again it did when originally put in. This could effectively kill him. A successful Heal check (DC 20) can be made to reduce the damage by half and a DC 25 to reduce it by full. Genflec________________________________ Large Monstrous Humanoid Hit Dice: 6d8+24 (51 hp) Initiative: +1 (Dexterity +1) Speed: 40 Feet, 70 Feet Fly (Perfect) Armor Class: 22 (Dexterity +1, Natural Armor +8, Chain Shirt +4, -1 Size) Attacks: Slam** (Unarmed Strike) +10 Damage: Slam** (Unarmed Strike) 1d8+10 Face/Reach: 5 ft. by 5-ft. /10 ft. Special Attacks: Bite 2d6+9 Special Qualities: Fly without Wings, Spell Resistance 11+hit dice (max 56), Damage Reduction 4/-, Night Vision (as human vision), Daylight Vulnerable, Fearless, and Magic less. Saves: Fortitude +5, Reflex +5, Will +4 Abilities: Strength 23, Dexterity 12, Constitution 18, Intelligence 10, Wisdom 10, and Charisma 6. Skills: Intimidate*+14, Listen* +8, Spot* +8, Swim* +14 Feats: Flyby Attack, Hover, and Improved Unarmed Strike*** *+4 Racial Bonus **For every four hit dice the Genflec has, his Slam attack gains a +1 “enchantment” bonus. ***Virtual Feat ________________________________________ _________________________ Climate/Terrain: Any Land or Underground Organization: Solitary, Company (1-3), Squad (5-10, plus 1 Sergeant of 3-6 level), Fleet (20-80, plus 5 Sergeants of 5th Level, 4 Colonels of 6th Level, 3 Captains of 7th Level, 2 Generals of 8th Level, and 1 Commander in Chief of 9th Level) Challenge Rating: 5 Treasure: Standard Alignment: Any Non-Lawful, but Always Evil Advancement: By Character Class (Favored Class: Fighter) Genflecs are mysterious creatures, but not because no one is smart enough to figure them out, but rather everyone is smart enough to avoid them. Genflecs know no fear and will go to any distance to achieve what they want to. Usually, Genflecs stand at about 8-feet to 9-feet tall and weigh anywhere from 800-1000 pounds. The reason they are so heavy is because of their triple-layered bones. Each one of their bones has a coating of bone and then a plate that covers it. The reason this is, is because inside the bone are small are bubbles that contain helium. This allows them to fly. Genflecs hate humans and elves believing they are the ones who take over too much land and do not allow enough for the more superior races. Genflecs speak their own language, Crissa and Common. Combat Genflecs, although not intelligent, are very strategic when in battle always preparing before hand unless forced into combat. Usually they start out an assault by flying in and attacking until they gain the numbers advantage. After that, they do two on one attacks and ambush, always trying to flank their opponents. If by some chance it gets reduced to one on one their superior body build will usually help them win. Fly Without Wings: The Genflec’s body allows them to fly without the use of wings or magic. Within their double layered, hallowed out bones lies bubbles that expand and contract. These bubbles contain a lighter than air element known as helium. They control these millions of helium pockets by relaxing or tightening their muscles. Night Vision: Night Vision works just as a human’s daylight vision, except it works only at night. Daylight Vulnerability: When in the vicinity of daylight or effects from the daylight spell, the Genflec receives a –1 to all attack, skill, and damage rolls. He also is always being flanked unless he has the class ability Uncanny Dodge (Cannot be flanked). Magic Less: Genflecs are completely incapable of using magic. They cannot pick from any spell casting class once so ever (also meaning they have no religion) and cannot use any type of magic item. If they use any of these items or attempt to cast spells or even have spells placed on them, they are subject to 5d6 points of damage and the item or spell fails. If a harmful spell strikes them, they only take the spell’s negative effect (if any). Bite: Upon making a successful grapple check, the Genflec may attempt a bite. The Genflec’s teeth are rigid and double layered just like his bones and are completely capable of tearing through a human or any other creatures flesh. Just like his slam attack, the bite gains a +1 “enchantment” bonus for damage reduction purposes. Valrin________________________________ Medium Sized Fey Hit Dice: 12d6 (42 hp) Initiative: +5 (dexterity +5) Speed: 60 feet, 120 feet fly (perfect) Armor Class: 20 (+5 dexterity, +5 natural, +4 Mithral Shirt) Attacks: +2 Scimitar +13/+8, +2 Composite Longbow (+1 Mighty Bonus) +14/+9 Damage: +2 Scimitar 1d8+3, +2 Composite Longbow (+1 Mighty Bonus) 1d8+3 Face/Reach: 5-ft by 5-ft/5ft Special Attacks: Great Wail, Sleeping Wail Special Qualities: Fey Qualities, Spell-Like Abilities, Damage Reduction 10/+2, Immunities/Resistances Saves: Fortitude +4, Reflex +13, Will +12 Abilities: Strength 12, Dexterity 20, Constitution 10, Intelligence 17, Wisdom 18, and Charisma 17 Skills: Bluff* +20, Listen* +21, Spot* +21, Tumble* +22 Feats: Wingover, Flyby Attack, Ability Focus (Great wail), Weapon Finesse (Scimitar) *+2 Racial Bonus ________________________________________ _________________________ Climate/Terrain: Any Deep Forest Organization: Never Solitary, Pack (3-5), Tribe (10-20, with 2 captains of 5th level and one leader of 6th level), Clan (25-50, with 4 sergeants of 4th level, 3 captains of 5th level, and 1 leader of 7th level), or Hive (100-150, with 4 sergeants of 4th level, 5 captains of 5th level, 2 leaders of 7th level, 3 Generals of 10th level, and 1 commander and chief of 12th level) Challenge Rating: 12 Treasure: Standard Alignment: Varies, but usually any good Advancement: By Character Class (Favored Class: Ranger) The Valrin are a very advanced and powerful race of Fey. They are beautiful in the eyes of many and frightening in the eyes of more. Even though they do not possess great physical strength, they possess something greater, numbers. Valrin rarely ever travel alone and always patrol their areas. Even though the Valrin are not a fearful creature to look at, they still put a scare into enemies. They have beautiful angel-like wings that span out 20-feet, long hair, bright eyes, and near perfect features. They will rarely ever breed with anyone out of the race unless it is a Nymph, mainly because no one else fits their high standards. Continuing, their beauty is only matched by their intelligence. Over time they have proven to be a very intelligent race defeating many other races in battle and even put an entire race to extinction because of their superior planning and strategy. Valrin speak Sylvan, Elven, and Valrin. Valrin is a whisper like noise that is not taught to anyone who does not prove themselves to the race. Combat Since the Valrin is an extremely intelligent race they usually plan out an attack rather than going in for the kill. They will always start out with an air assault using their powerful and dangerous Composite Longbows, following with Sleeping Screams, and finally a Great Wail to finish off their opponents. The Valrin always avoid conflict unless they are ready to fight, in which case they will run from the enemy until they have a plan of attack. Fey Qualities: Like all Fey, the Valrin have low-light vision. Immunities/Resistances: The Valrin are immune to sonic energy and sleep spells. They have a resistance of 15 to fire and acid energy. Spell-Like Abilities: The Valrin can cast Light, Darkness, and Fairies Fire at will and can cast Druid Spells as an 11th Level Caster. Great Wail: The Valrin usually use this attack to finish off their opponents. They let out a horrid scream that generates a massive amount of sonic energy that deals 10d6 points of damage to everyone in a 30-ft cone. They can use this attack twice per day. This can be halved by a successful Reflex save (DC 21). Sleeping Scream: This ability is used before the Great wail or if the Valrin do not want to kill their enemy. They release a beautiful slow vibrato song. This puts anyone within a 30-ft cone who hears it to sleep, unless they make the Fortitude Save (DC 19), for 1d4 minutes. Sanguinary Slaves Template Hit Die Type: Since the creator of these foul creatures only chooses certain classes to be slaves. The classes and their hit die bonus are as follows: Monk +4d8, Fighter +4d10, Paladin +4d10, Sorcerer +4d4, and any NPC class is +4d6. Hit Points: Give the base creature Max HP for all of its previous dice and then add the new hit points. Speed: Same as base creature, except doubled. AC: Natural armor improves by +6. Attacks: Gain a slam attack dealing 1d8 points of damage, unless monk in which case your damage goes to its next step in dice. (Ex: from 1d6 to 1d8.) Special Attacks: They retain all of their abilities they had while in control and gain the following: Moldable Flesh: The flesh of the slave is rubbery and moldable (hence the name “moldable flesh”) which allows the Sanguinary Slave to receive less damage from certain attacks and allow him to move through objects more easily. Due to this ability the Sanguinary Slave receives only half the damage from slashing weapons, a fourth of the damage caused by a bludgeoning attack, and enables them to seep through small cracks and openings. Intelligent Flesh: Can bend and twist flesh to avoid all the effects from a single attack once per round and as many times per day as his hit dice plus his constitution modifier. Also the creature may separate his flesh once per round to flank his opponent or attack multiple creatures at once, but never both, with all the negative modifiers to multi-weapon fighting as many times per day as his hit dice plus his constitution modifier. Bloodless Disease: With a successful head butt the Slave can send part of its disease into another creature. Making the Fortitude save negates the disease but the creature still takes 5d6 points of damage. The DC for the save is equals 10+1/2 his hit dice+his constitution modifier. A failed save means the creature is subject to this template. Special Qualities: You gain damage reduction 20/+2 against all attacks. This does not stack with previous damage reduction. Your spell resistance is equal to 10+the base creatures hit dice. You are immune to fear, stun, paralysis, poison, disease, and acid. The creature becomes resistant to cold, electricity, and sonic by 10. This stacks with previous resistances. You take 50% more damage from all fire-based spells and double damage from Horrid Wilting because they drain the body’s moisture. Your fast healing increases by 5, but you heal normally against weaknesses. You can only be slain if killed by a fire spell or Horrid Wilting, otherwise you come back to “life” in 4d4 days. Saves: All saves increase by +2. Ability Scores: The following ability scores change as follows: Str. +8, Dex. +6, Con. +4, Int. +2, Cha. +4. Feats: This template grants the following feats upon attainment: Improved Initiative, Lightning Reflexes, Power Attack, Cleave, Great Cleave, Alertness, and Weapon Focus (Slam). Skills: The following skills change as follows: +2 to balance, climb, escape artist, jump, spell craft, and tumble, and a +4 to concentration. Challenge Rating: As base creature +4. Combat The Slaves are intelligent enough they fight as they did when not controlled, but fight with no fear even resorting to using their powerful slam attack. |
| Nerus Vorin12-25-03, 08:44 PM | bump -Nerus Vorin |
| Nerus Vorin12-26-03, 01:08 PM | Is this thread like to long er sumthin...lol. -Nerus |