ANOTHER Vampire Variant? [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
TheGeek

12-28-07, 09:15 PM
http://www-tech.mit.edu/V115/N52/vampire.52.gif

Cain Vampire
"Cain Vampire" is an acquired template that can be added to any humanoid
or monstrous humanoid creature (referred to hereafter as the base creature)

A Cain Vampire uses all the base creature's statistics and special abilities
except as noted here.

Size and Type:
The creature's type changes to undead (augmented humanoid or monstrous
humanoid). Do not recalculate base attack bonus, saves, or skill points. Size
is unchanged.

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

Speed:
Increase base creature's speed by 10'.

Armor Class:
The base creature's natural armor bonus improves by +2

Attack:
A Cain Vampire retains all the attacks of the base creature. If the base creature
can use weapons, the Cain Vampire retains this ability. A creature with natural
weapons retains those natural weapons. A Cain Vampire fighting without weapons
uses its primary natural weapon (if it has any).

Special Attacks:
A Cain Vampire retains all the special attacks of the base creature and gains those
described below. Saves have a DC of 10 + ½ Cain Vampire’s HD + Cain Vampire’s
Cha modifier unless noted otherwise.

Blood Drain (Ex):
A Cain Vampire can suck blood from a living victim with its fangs by making a successful
grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain
each round the pin is maintained. On each such successful attack, the Cain Vampire
gains 5 temporary hit points.

Dominate (Su):
A Cain Vampire can crush an opponent’s will just by looking onto his or her eyes. This
is similar to a gaze attack, except that the Cain Vampire must use a standard action,
and those merely looking at it are not affected. Anyone the Cain Vampire targets must
succeed on a Will save or fall instantly under the Cain Vampire’s influence as though
by a dominate person spell (caster level 12th). The ability has a range of 30 feet.


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

Damage Reduction (Su):
A Cain Vampire has damage reduction 5/silver and magic. A Cain Vampire’s natural
weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex):
A Cain Vampire heals 2 points of damage each round so long as it has at least 1 hit
point.

Spider Climb (Ex):
A Cain Vampire can climb sheer surfaces as though with a spider climb spell.

Abilities:
Increase from the base creature as follows: Str +2, Dex +4, Int +2, Wis +2, Cha +4. As an
undead creature, a vampire has no Constitution score.

Skills:
Cain Vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense
Motive, and Spot checks. Otherwise same as the base creature.

Feats:
Cain Vampires gain Improved Initiative as a bonus feat.

Sunlight vulnerability(ex):
Cain Vampires suffer a -4 penalty to all rolls and checks for the first round when exposed to
bright light. This penalty increases by -1 for each round they remain in sunlight. Penalties
decrease by -1 for each round spent out of sunlight. A shaded area or heavy clothing stops
the penalties from accruing, but does not negate previous penalties. This penalty can never
go below -4, no matter how much shade or heavy clothing a Cain Vampire has.

CR: +1, maybe +2?
Level Adjustment: +2

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I ran this through Soldarin's ECL Calculator, though I may have been a little too generous with the abilities. What do you think? Thanks in advance!

Edit: Fixed Fast Healing and DR numbers, carelessly copied from origional Vamp template.
Devigod

12-30-07, 12:27 AM
Okay, here are a few sweet words and suggestions, but first, what roll do you propose this template to fill? Also decide whether or not you will allow your PCs to play as one. If you seek a generalist booster, or a beefing template, compare the template to the half-field/celestial/dragon templates. Personally though, I would remove the Damage Reduction for mechanical raisens and Fast Healing for PC related ones. A 1st level PC rogue can, within a matter of turns, heal up a single encounters wounds within three turns and even negate an average hit in two turns. I think that may make it a LA+2 or 3, most likely your aim for 2. Do normal vampires have damage reduction?
TheGeek

01-01-08, 03:23 PM
Thanks for the reply, Devigod!

Well, I was intending this as both a sort of buff with a few extra goodies, and as a tone-down of the current vampire template, which we all know is ridiculous. I've looked at the half-outsider templates, but I don't trust the LA for those. If the CR scales with level, how can the LA be evenly balanced throughout?

Yes, I want to keep Fast Healing, I feel it's integral to the vampire character.
Normal Vampires (http://www.d20srd.org/srd/monsters/vampire.htm) have Fast Healing 5 and DR 10/Magic and Silver.
TheGeek

01-04-08, 03:07 PM
:bump:
Any more suggestions?
Orzhvo_Patriach

01-06-08, 08:05 PM
you might wish to give it turn resistance so that a cleric dosen't just walk up to it and turn into a pile of ash or make it do it's bidding with a rebuke check.
this should really increase the level adjustment much, if at all.
TheGeek

01-18-08, 09:19 PM
True, true..I might give it Turn Resistance +4.

:O What would the LA adjustment be to make them immune to turning? Crazy high?
Devigod

01-18-08, 10:29 PM
You should check the half-vampire in Libris Mortis, it is close to this, and has a fast healing that functions when it's low on hps. It may be what you're looking for. If you think the concept of half-vampires is weird, just house rule that they're the standard vampires and then your players can run around as little scourges of the night.
TheGeek

01-20-08, 07:28 PM
Meh, I know, I know. I could just rule-0 it, but I'd rather perfect my own creation here..plus, I like my sunlight-weakness mechanic. I just don't like the crunch of the half-vampire, it's too loose for me.