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| TheMoose05-06-04, 10:46 PM | Another opposite thingy (other=living lich)... Dawn Vampire The dawn vampire is a vampire that can go outside during the day. Since the sustaining source of this Undead is positive energy. While the original animating force was negative energy, the body for some reason, rejects the energy and the Dawn Vampire is created. Able to traverse the land during both day and night, and its body sustained by positive energy, that is, however, where the differences end. When a Dawn Vampire feeds, it eats/ absorbs the victims soul energies to sustain its own form. Because of the Dawn vampires “abnormality” it cannot create spawn or other vampires. Becoming a Dawn Vampire “Dawn Vampire” is an acquired template that can be added to any humanoid creature (here after referred to as the character). The Dawn Vampire uses all of the characters statistics and special abilities except as noted here. Size and Type: The characters type changes to undead. The characters size does not change. Hit Dice: Increase all current and future Hit Dice to d12’s Speed: Same as the character; if the character could swim it retains the ability and is not subjected to immersion in running water. Armor Class: The characters natural armor bonus increases by +6 Special Attacks: A dawn vampire retains all of the special attacks it had before becoming a dawn vampire and gains those described below. Saves have a DC of 10 + ½ dawn vampires HD + dawn vampires Cha modifier. Soul Drain (Su): A dawn vampire can suck the soul from a victim with its fangs by making a successful grapple check. If it pins the foe, it drains soul energies, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Spawn of the Dawn (Su): Dawn Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 dogs, 1d4+1 ravens, or a pack of 3d6 wolves as a standard action. (If the character is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Bedazzle (Su): A Dawn vampire can force an opponent to submit to its will just by looking into his/her eyes. This is the same as a gaze attack, except that the dawn vampire must use a standard action, and those merely looking the dawn vampire are not affected. Anyone that the vampire targets has to succeed on a Will save or fall instantly under the dawn vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 40 feet. Energy Drain (Su): Living creatures hit by a dawn vampire’s slam attack (or any other natural weapons the dawn vampire may be in possession of) gain two negative levels. For each negative level the dawn vampire gives, the dawn vampire gains 5 temporary hit points. A dawn vampire can use its energy drain ability once per round. Special Qualities: A dawn vampire retains all the special qualities of the base creature and gains those described below. Alternate Form (Su): A dawn vampire can assume the shape of a raven, dire raven, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the dawn vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the dawn vampire loses its natural slam attack and bedazzle ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in the form it has assumed until it assumes. (If the base creature is not terrestrial, this power might allow other forms.) Damage Reduction (Su): A vampire has damage reduction 10/steel and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): A dawn vampire heals 5 points of damage each round so long as it has at least 1 hit point. If during combat it reaches 0 hit points, it automatically assumes a gaseous form and attempts to escape. It must reach its coffin within 2 hours or be destroyed. (It can travel up to a maximum of nine miles in two hours.) Any additional damage dealt to a dawn vampire forced into gaseous form will not affect it in any way. Once at rest inside of its coffin, the dawn vampire is helpless. It gains one hit point after one hour, after which it is no longer helpless and resumes healing at the rate of five hit points per round. Gaseous Form (Su): As a standard action, a dawn vampire can assume gaseous form at will as the spell (caster level 5th), except that it can remain gaseous for as long as it wants and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A dawn vampire can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A dawn vampire cannot be turned or rebuked by positive energy Positive Healing (Ex): A dawn vampire is healed by spells that use positive energy, any damage that would usually cause positive energy damage instead heal it (healing equal to half inflicted damage, healing spells heal normally + (healing spells level*2) ). Saves: Same as before transformation Abilities: +6 strength, +4 dexterity, +2 intelligence, +2 wisdom, +4 Charisma, since it is undead it has no constitution score Skills: gains a +8 racial bonus to bluff, hide, listen, move silently, search, sense motive, and spot checks, otherwise same as character Feats: dawn vampires gain these feats if the character does not already have them and meets the requirements, alertness, combat reflexes, dodge, improved initiative, and lightning reflexes, Climate/Terrain: Any, same as character Organization: Same as character Challenge Rating: Same as the character +3 Treasure: Double standard Alignment: Any evil Advancement: By character class Level Adjustment: Same as the character + Vampire Weaknesses Despite all of their power, dawn vampires still have some weaknesses Repelling a Dawn Vampire: The followiong things will only repel/keep the dawn vampire at aby. Decaying Corpse, a dawn vampire cannot stand the smell of decaying flesh, and will not enter rooms that have a heavy smell of decay. A dawn vampire cannot stand the reflection it casts in a mirror, and will make sure yo avoid looking iknto one(wanna know what they see...they see their outline in positive energy). While the dawn vampire is not effected, evenly slightly strengthened, by holy symbols, the dawn vampire is repulsed by strong negative energy, and will not be repulsed by the latent negative energies of undead, except those summoned by temporary undead(spell summoned). Dawn vampires cannot travel underground. While they can travel through underground places, and can go into basements or cellars, they can go through deep regions underground only in their coffins. They also cannot enter a home unless allowed in by someone with the authorization to do so. Slaying a Dawn vampire:Reducing a dawn vampire to zero hitpoints does not slay it, but it will instead go into a gaseous state to attempt to escape. Exposing a dawn vampire to direct moonlight will disortient the dawn vampire, and if it cannot escape in the next round it will be utterly destroyed. (Random Thought: It cannot stand moonlight because as the sunlight hits the surface, the light is infused with negative energy, that will not effect the living, but has a high enough concentration to harm the dawn vampire.) Driving a platinum covered stake through the dawn vampires heart will instantly kill it. It does however, return to life if the stake is removed, or the body is not destroyed. Vampire Characters Dawn Vampires are always evil, which may cause characters to lose some class abilities, refer to chapter 3 of the Player’s Handbook. Certain classes take additional penalties. Spellcasters: Can no longer cast spells that use negative energy. Insult please Edit: Added Character Weaknesses/Disadvantages, added weaknesses, and new ability (Posititve Healing) |
| pestilenceawaits05-07-04, 10:07 AM | I like the idea but it might be good to have it's weaknesses be a little different than a regular Vamp. so when the characters go up against it they usual methods don't work. instead of DR 10/ magic, silver make it magic, stone (or something odd like that) instead garlic and mirrors make it dislike horseradish and stained glass (I can't think of anything really good but I think you get my point) hopefully this is helpful. |
| Will Brandiman05-07-04, 10:19 AM | Forgive me if I'm missing something here but all you seem to have done is taken the vampire and removed it's 2 greatest weaknesses - sunlight and turning. What is the reasoning behind this? |
| Sarig the Genie05-07-04, 11:54 AM | I was thinking the same...make it more special...make it vurnerable to moonlight! (; Anyway, right now it's just a vampire with a twist (and probably a higher LA than +8) |
| TheMoose05-07-04, 03:38 PM | pestiolenceawaits, I was a bit tired at the time (was going on 24 hours wihtout sleep) and didn't really have the focus to change the weaknesses, which i will do now. Will Brandiman, The reason is...I could. More seriously, most adventuring takes place during the day, and most vampires would be...reluctant...to go outside during the afternoon. Woe be the player that says "its just some crazy person"(that wasn't creative). Sarig the Genie, I'm going to edit the vulnerabilities, as i said previously in this post, and the moonlight vulnerability is a good idea... Thanks all for the critisism. |
| vebor05-07-04, 07:23 PM | I would make it good and remove soul drain *does so and inserts* |
| Braids05-07-04, 07:51 PM | If you have the Book of Exalted deeds, then i would suggest using the deathless template...it would fit better than undead. |
| vebor05-07-04, 07:54 PM | Originally posted by Braids If you have the Book of Exalted deeds, then i would suggest using the deathless template...it would fit better than undead. True. The whole evil, but powered by positive energy bit struck me as not good. |
| R.M.G.C.L.F.05-07-04, 10:43 PM | No, because deathless sucks, along with afflictions. You can't decry all remotely nasty and icky as irredemably evil and then come out with things that are basically the same but with different names. The deathless template itself would be very bad for this. The creature type maybe, but never the template. |
| TheMoose05-07-04, 11:16 PM | Reason it is Undead: It is impossible that once a creature becomes undead, it cannot be raised(checked, it says they can't). If you read it the thingy says that it was created when another vampire drained it, creating another vampire. But, something within the victims body does not allow the negative energy to reside with in the for,, and it has to instead be powerd by positive energy. The whole evil, but powered by positive energy bit struck me as not good. Energies don't have alignment traits. The point of the opposite things is that they are evil, and they use positive energy, I hate the "negative energy is evil" stereotype. Or the equally hated, at least for me, "positive energy is good" stereotype. *opens BoED, decides he likes Undead better* Wouldn't it be slightly ironic to have an evil creature use the BoED thingy? vebor, If it didn't eat the peoples soul-positive energy part, it would lack the thing that is similar to the vampires Blood Drain, which if you look closely is pretty much the exact same thing. For your convenience I will repost the Soul Drain: Soul Drain (Su): A dawn vampire can suck the soul from a victim with its fangs by making a successful grapple check. If it pins the foe, it drains soul energies, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. |
| Will Brandiman05-08-04, 04:48 AM | Originally posted by TheMoose the thingy says that it was created when another vampire drained it, creating another vampire. But, something within the victims body does not allow the negative energy to reside with in the for,, and it has to instead be powerd by positive energy. That doesn't seem to make much sense to me. If some unexplained property in the victims's body rejects the negative energy then surely the victim just dies and doesn't come back as any sort of vampire? Where does this sudden surge of positive energy come from? It can't come from the vampire that drained the victim as vampires don't have any positive energy. It can't come from the victim as he's dead and therefore again has no positive energy. Just seems a bit...odd to me. If you want a vampire that can wander around during the day you could use Night's Mantle from Lords of Darkness. 4th level cleric spell that protects the target from all harmful effects of sunlight for 10 mins/level. |
| R.M.G.C.L.F.05-08-04, 08:10 AM | Originally posted by vebor True. The whole evil, but powered by positive energy bit struck me as not good. Why the hells not? Every living creature is powered by positive energy, from demons to angles, elf to orc, human to beholder, werewolf to blink dog. Obviously, plenty of things can be very evil despite being powered by positive energy. |
| TheMoose05-08-04, 02:11 PM | Will Brandiman, Have you ever been sick? Of course you have. And having been sick, you know that your body can't simply kick every single bacteria out in half of a second. It is my fault entirely for not clarifying this, the dawn vampire treats negative energy as you would treat the flu. So, now we have a vampire, thats most likely very confused, wandering around biting people, trying to make itself better, but with the blood it drains it also sucks out the victims positive, or you might say soul, energies. Thus, when all of the negative energy is destroyed, the vampire is now powered by positive energy, is still thoroughly undead, and for some reason it can't go outside at night anymore. Or in more D&d'ish terms, the Dawn Vampire goes on a complete rampage biting everything insight for 1d20 days before it successfully kicks the negative enrgy out of its body. |
| R.M.G.C.L.F.05-08-04, 02:45 PM | No, when all the negative energy is gone, you have no energy. |
| TheMoose05-08-04, 03:01 PM | R.M.G.C.L.F., No, when all the negative energy is gone, you have no energy. The blood sucking frenzy before the complete kicking out of the negative energy insures that it has enough energy to survive. Part that says this first time: So, now we have a vampire, thats most likely very confused, wandering around biting people, trying to make itself better, but with the blood it drains it also sucks out the victims positive, or you might say soul, energies. Part that says this a second time: Or in more D&d'ish terms, the Dawn Vampire goes on a complete rampage biting everything insight for 1d20 days before it successfully kicks the negative enrgy out of its body. |