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| Silverblade The Enchanter06-19-07, 01:10 AM | (making a series of differing types of Vampire, as I think the "generic" vampire in D&D doens't make too much sense really) VAMPIRE: Nightsword The "Nightsword" vampire is a form of undead who has returned from the dead often by their own will, or due to the foul way they died. They are always martial and organized in abilities and mindset. Typically, they are knights, rulers and fighters of a serious, noble mien, or dedicated to some task, such as defending their land, and this dedication is often the cause of their undeath. The flesh of a Nightsword vampire is incredibly tough, and they are able rip mortal beings apart with their bear hands, should they wish, but they'd rather face them with a blade or on a battlefield. It is very difficult to detect a Nightsword Vampire is undead: they cast shadows and reflections as mortal men do, nor do animals normally fear them. However, when they use their Fear Aura ability, which is actually tied to their rage and anger, their eyes glow smoking orange and their flesh turns dark, usually a bluish-black. For this reason and others, they tend to try and avoid losing their ire, or using that ability when it could expose them. Although they draw the strength to continue their undeath by draining mortals of blood, they cannot make other creatures into Nightsword vampires, as it is a rare, spontaneous event or one caused by some powerful spellcaster. Most Nightsword vampires would not want to make others like themselves, except perhaps an elite cadre dedicated to the same goal. They also do not revel in blood draining as some vampires do, though they enjoy it. What they do relish however, is slaughtering their enemies, and drinking the blood from their dying wounds. A few strong willed beings can resist the corruption of their undead form, and do not become Evil, but rather, become Lawful Neutral if they were LN or LG. This requires two consecutive Will saves vs DC 20, one per week on becoming a Nightsword Vampire. Such creatures often try and find a "cure" for their undeath, or carry on thier duties as ethically as possible, tempted by a lust for warfare, and carnage on those who threaten what they protect. Nightsword vampires do not need to rest in coffins, on dirt or any such. They can eat and drink as mortals do, though they usually find such things taste less than they remembered; they enjoy the trappings of a mortal life and this is one reason they may eat/drink, though they do not have to do so. Running water also doesn't harm them, but they cannot shape change as osme other vampires can, or call minions. -The one thing a Nightsword vampire fears, is the destruction, or undoing of what they care most for. Usually, a Nightsword vampire comes back from the grave to protect it's people, country, loved ones, or even because it refuses to die except in what it sees as "honourable" combat, for example a knight who was waylaid and murdered by bandits. Nightsword vampires tend to despise most other types of vampires for being hedonistic, ammoral, cowardly and a cancer, while many other vampires despise the Nightswords for their ability to withstand sunlight (to an extent), refusal to abandon their ethics, and for being serious dangers. STATS: A Nighsword Vampire is a template that can be added to any humanoid or giant that was lawful in alignment, and had levels in cleric, fighter, monk, paladin, ranger, aristocrat or warrior classes. The most common class is fighter or aristocrat. Size and Type the creatures type changes to Undead (augmented humanoid or giant), and gain the Lawful sub-type. Hit Dice: change all new or future Hit Dice to d12 Speed: Same as base Creature Armour Class: creatures natural armour class increases by +8 Attacks: The creature retains all it's normal attack forms. It also gains a slam attack that does 1d8 hp damage for a Medium creature as their fists are incredibly hard and powerful. Monks unarmed attack damage goes up one category. Nightsword vampires' unarmed attacks are considered Magic and Adamantine. -They have the Awesome Blow feat, and may use it to scatter enemies surrounding them. -Their unarmed attacks do not level drain. Special Attacks: Saves have a DC of 10+ 1/2 creatures HD, plus Charisma modifier, where appropriate. Blood Drain: A Nightsword vampire does 1d4 con damage by bite on a victim it has pinned with a successful grapple check. Each successful drain attack gives it 5 temporary hit points. Fear Aura: when a Nightsword vampire attacks, it can invoke a fear aura as a free action, once per 10 minutes, that affects all enemies in a 30' radius burst, those who fail a Will save are shaken for 1d4+2 rounds. When it uses this ability, it's eyes glow orange and it's skin darkens, this altered physical state lasts for 2d6 rounds, or as long as the Nightsword vampire remains angry, as it's based on the vampire's anger. Special Qualities: Damage Reduction: Nightsword Vampires have damage reduction 10/adamantine and good Fast Healing: A Nightsword vampire has fast healing 5. Immortal: A Nightsword vampire will return from destruction in 1d6days, unless the killing blow was struck by a lawfully aligned creature with a Holy or Lawful melee weapon (a 10th+ level monk's unarmed attack qualifies for the latter), or a Prayer, Miracle, Raise Dead, Resurrection or Holy Word spell is cast on their dead body (the nightsword vampire is allowed a Will saving throw to avoid permanent destruction from those spells, though it may choose to fail, and thus find eternal rest). -The reason Lawful creatures can permanently slay them, is they represent the ethos and authority the Nightsword vampire itself believes in, and thus, must accept the judgement of Fate and Law, indeed, they may welcome it. -Also, they lose their immortality if the thing they hold dearest to themselves, such as their land, family etc, is destroyed. This can actually include the belief that "they are the best fighter"..which can be disproved by beating it in single combat. -They cannot die from age, as they are undead, but if what they care for is gone or disproved, they are permanently slain if reduced to 0 hit points. -When defeated in combat, a Nightsword vampire's body does not decay or crumble, but 1d6 days afterwards, it evapourates into nothingness, irrespective of whether it is a permanent, or temporary end for the creature. Resistances: a Nightsword Vampire is immune to cold and electricity, and has 10 Fire and Acid resistance. Unholy Toughness: a Nightsword vampire gains a bonus to it's hit points based on it's Charisma bonus, rather than it's Constitution as living creatures do. Turn Immunity: a Nightsword Vampire cannot be turned or rebuked. However, if a cleric makes a successful turn or rebuke attempt (the vampire gets +4 turn resist on this check), the Nightsword vampire's attitude will improve one place, as if a succesful Diplomacy check had been made (Nightsword vampires grealty respect those with strong will) Vulnerable to Sunlight: -Nightsword vampires are not damaged by indirect sunlight, such as a cloudy day, but they are strongly discomforted by it, and lose their fast healing and Fear aura abilities while in such conditions, and suffer a -4 Strength and Charisma penalty. All skill checks are at -4 in such areas. -Exposure to full sunlight also causes them to lose those abilities, and does 2d6hp divine damage per round, and the vampire can only take a standard action each round. All skill checks are at -8 in such conditions. -Spells based on sunlight affect Nightsword vampires as per normal vampires or undead. ABILITIES: Str +8, Dex +4, Int +2, Wis +2, Cha 4, as Undead, Nightsword vampires have no Constitution. SKILLS: Nightsword Vampires get +8 bonus on Spot, Sense Motive, Diplomacy, Intimidate checks. FEATS: Nightsword Vampires gain Alterness, Awesome Blow, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes and Leadership feats. ORGANIZATION: Solitary or martial CHALLENGE RATING: Same as base Creature +3 TREASURE: Double Standard ALIGNMENT: Lawful Evil (10% lawful Neutral) ADVANCEMENT: by Character Class :) |
| Rerecros06-19-07, 01:25 AM | Good job, nice reinterpretation. When you say "They can eat and drink as mortals do" does that mean they have to eat and drink, or they can if they want to. Do they get hungry? You might want to give these guys a Lawful and Evil subtype. There are some issues with immortality "unless the killing blow was struck by a lawfully aligned creature with a Holy or Lawful melee weapon" shouldn't it be a holy or chaotic weapon, since they are creature of law? "or a Prayer, Miracle, Raise Dead, Resurrection or Holy Word spell is cast on their dead body" Undead don't leave bodies when they die, they crumble to dust. |
| Silverblade The Enchanter06-19-07, 08:18 AM | Rereceros, thnaks mate :) Ah good point about eating/drinking (not needed they just can if they wish to) Point about immortality is, they won't die unless killed by creature who is of the same ethos: lawful, to put them at rest. It's not about the typical "extra damage from opposite effect", but rather, "who has the moral authority to end it's unnatural life, one the vampire can accept the judgement or has the lawful power to do so", this is about RP, not mechanics :) Just as a stake or beheading is required to end a typicla vampire, Nightsword vampires cna only be slain by a special condition: the destruction of that which they care for and/or being defeated by the type of force they believe in, i.e. Lawful. Undead don't have to crumble to dust you know ;) |
| Rerecros06-19-07, 02:30 PM | Undead don't have to crumble to dust you know ;) I'm afraid by RAW they do. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Vampires are no exception. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. |
| Silverblade The Enchanter06-19-07, 07:13 PM | 1) Destroyed does not mean "disintegrated". It means it ceases to be as a creature...not the same thing, you know! ;) Unded can't "die", theya re undead, thus they are "destroyed" when defeated, same as with a golem...do golems disintegrate to dust on destruction, hm? 2) RAWis not => DM, common sense and roleplay. I think that's oft forgotten nowadays. Vampires poof into dust or slime if the DM wants. Or they are merely dead bodies laid to rest...or hacked to bits :D |
| DebiHuman06-20-07, 09:59 AM | The simple fix to the "fast healing" would be to say: Unlike normal vampires, a nightsword vampire is not forced into gaseous form when reduced to 0 hit points instead it [and you can describe any gruesome destruction you like -- it could explode into bits of gore] but reforms in 1d6 days, unless the killing blow was struck by a lawfully aligned creature with a Holy or Lawful melee weapon (a 10th+ level monk's unarmed attack qualifies for the latter), or a Prayer, Miracle, Raise Dead, Resurrection or Holy Word spell is cast on their dead body (the nightsword vampire is allowed a Will saving throw to avoid permanent destruction from those spells, though it may choose to fail, and thus find eternal rest). Problem solved. Debby |