New vampires [Archive] - Wizards Community

Post/Author/DateTimePost
Windspear

11-02-07, 04:48 PM
These templates are based on Darren Shan's Cirque Du Freak series.

The vampires are not at all what they seem to be. They are not the bloodsucking, vile creatures. Hunters of the dusk, allies of the night, killers of the dawn. They are noble, brave and trustworthy creatures, who generally stay away from evil. They value honor and integrity and are generally peaceful beings. They have an organized society. There are the regular vampires, the vampire generals (who enforce the laws and tradition that the vamprire princes dictate) and there are the vampire princes (the true leaders of the society.there is a special initiation ceremony for becoming a prince).
A vampire will never ever suck a human dry. If he does, the generals will know about it, hunt him down and kill him. On the other hand, there is another type of vampires- the vampaneze. The vampaneze are the bloodsucking vile creatures of the night. They drink so much blood that their skin has grown purple and their eyes, eyebrows and lips dark red. Vampaneze are very religious, not being able to enter another's home without valid permission (unless they preform a ritual, using up special powders and incents costing about 500gp. Vampaneze track their prey days-maybe weeks- in advance, primarily marking the prey (with 3 small scratches on his chin) and then when they feed on him, draining all of his blood. They are, none the less, as brave and take as much value for honor and integrity as vampires do.

All vampires and vampaneze refrain from ranged combat, with the only exception of thrown weapons. Bows, crossbows and anything else is strictly forbidden by the vampire tradition.

I'm sorta struggling with the racial traits and I thought that one of you can help. I want to keep it low LA but still make it fit with the idea I have in mind (which pretty much follows the book).
IdleAltruism

11-02-07, 04:58 PM
When making a race in D&D you have to decide two things. 1) What special abilities they MUST have and 2) do they have any abilities that would be considered class abilities. The first will give us a rough estimate of their LA, the second will determine if we need any racial HD. If you're going to be giving more then 1 bonus feat racial HD generally come with them.

I've never read those books. So what do you want them to have?
Windspear

11-03-07, 11:52 AM
Well, the biggest two features of full vampires and vampaneze (I'm planning on half vampires too) are: The ability to breathe out sleep gas and the ability to flit (run very very very very fast, possibly super-sonic for about an hour each time).
What they should have is a lot of STR and DEX bonuses (to make up for not having CON). About 8 or 10.
Claw and bite attacks.
Sensetivity to sun (duhh).
+2 or +4 to spot, listen, climb and jump.
Scent ability.
Movement speed increasment. Maybe 10 or 20ft
I'm thinking about increased HD. Possibly one category higher, max d12.

Mmmmmmm.... not sure there is anything more.

Half vampires don't get flit and sleep gas. They only get 1/2 or 2/3 of the ability bonuses. 1/2 the movement speed bonus and skill modifiers. Scent ability, claw and bite attacks stay the same. Half vampires are not affected by sunlight.

All vampiers need to eat regular food and drink regular water in addition to blood. Vampire blood is poisonous.


I'm thinking about setting LA at +3, or +4. Maybe +5. I'm not sure.
What do you think?



P.S: Read the books. They're great.
IdleAltruism

11-03-07, 02:43 PM
Well, the biggest two features of full vampires and vampaneze (I'm planning on half vampires too) are: The ability to breathe out sleep gas and the ability to flit (run very very very very fast, possibly super-sonic for about an hour each time).

Ok the sleep gas shouldn't be to big a problem, look at half-dragons for example. You could make it a poison with a cone(idk how big you want it to be, probably 15-30 foot cone). Make the Dc 10+1/2hd+Cha.

For the flit, what about something like shadow walk or teleport? Just say they move REALLY fast and in X amount of time they can move this distance.

Illusion (Shadow)
Level: Brd 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Up to one touched creature/ level
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

It doesn't have to be exactly like shadow walk(you don't have to make it planar) but the concept is the same. Shadow walk allows you 50 miles per hour, you could make is faster or slower.

An example of a creature with teleport greater is a bearded devil, they get it at will level 6 adjustment. Thats the lowest I can think of for that particular spell.

What they should have is a lot of STR and DEX bonuses (to make up for not having CON). About 8 or 10.

Ok just as a reference point, a dire ape has a 22 str. This is essentially super human strength, throw around cars strength. I would consider making more like the original vampire with a +4 to +6 str and dex. Unless every vampire in your world is extremely strong.

Not having con is the undead advantage, 1d12 HD and a buttload of immunities. Its a fair trade.

Claw and bite attacks.

Vampires don't actually have either in D&D. A bite attack would make your vampires mouths unnaturally elongated(you'd have to decide whether they change when they're about to use it or if they just look like that all the time).

I believe the standard claw and bite for a medium creature is 1d4 and 1d6.

Sensetivity to sun (duhh).

Full blown sensitivity? Like they burst into ash sensitivity? This is important because it'll help reduce the total level adjustment.

+2 or +4 to spot, listen, climb and jump.

Consider they are getting a +4 to +5 bonus on climb and jump checks because of their enormous strength. +2 to spot and listen would put them on par with elves senses.

Scent ability.

I'd give them a bonus on track checks against wounded foes, thats just me.

Movement speed increasment. Maybe 10 or 20ft

Are they just agile and fast from their dex or are they actually physically faster?

I'm thinking about increased HD. Possibly one category higher, max d12.

Generally undead gives you a d12

Half vampires don't get flit and sleep gas. They only get 1/2 or 2/3 of the ability bonuses. 1/2 the movement speed bonus and skill modifiers. Scent ability, claw and bite attacks stay the same. Half vampires are not affected by sunlight.

Lets get the first race down then work on the half version.

I'm thinking about setting LA at +3, or +4. Maybe +5. I'm not sure. What do you think?

Right now we have some decent core abilities which will put them at a really high +4 and a low +5. This is including other fluff abilities and bonuses to other stats that you don't have listed yet. Look at the half-dragon for example, he is a high +2 low +3. If you want to add any more powerful abilities depending on what they are it'll push you right into +5. Alternatively if you add more weakness or lower/weaken something already present its looking like a medium-high 4.
Windspear

11-03-07, 04:57 PM
The idea of the sleweping gas is that it's used individually. Vampires would breathe into their cupped fists and them hold their hand over the victim's mouth. Flitting means they just move Really fast. With a capital R.

The idea of a vampire's strength is generally throwing around oxs and sheep. Not nececairly cars. It could be easily adjusted to +8.

Yes, they are physically faster. I'm actually thinking about adding REF save bonuses.

Not exactly burst into ashes sensitivity, but they can only hold out for about 10 minutes of regular sunlight, and they need a FOR save against spells.

So they can get only claws, I don't mind. D6 sounds good.

I like the scent ability.

Restricting skill bonuses to listen and spot is fine.

Vampires, although undead, are still vunerable to sneak attacks and crits (at least my vampires). So d12 and no CON sounds fine.

What LA does that sound like? +3 maybe?
IdleAltruism

11-03-07, 06:02 PM
The idea of the sleweping gas is that it's used individually. Vampires would breathe into their cupped fists and them hold their hand over the victim's mouth. Flitting means they just move Really fast. With a capital R.

This sounds like a grapple check to me, but that would probably be a problem ,maybe a touch attack? Hmm a touch attack sounds about right. Still require a fort save tho.

How fast? About how far could they go in an hour? This will affect their level adjustment, maybe make it a progressing ability. Like they can use it so many times per day according to level. They might not even get it to start.

The idea of a vampire's strength is generally throwing around oxs and sheep. Not nececairly cars. It could be easily adjusted to +8.

It sounds like you're looking more for a +6 and a particularly strong individual could still lift cars :D .

Yes, they are physically faster. I'm actually thinking about adding REF save bonuses.

Again they do have a high dex which will account for some of their reflexes. Actual vampires in D&D give lightning reflexes as a bonus feat.

Not exactly burst into ashes sensitivity, but they can only hold out for about 10 minutes of regular sunlight, and they need a FOR save against spells.

I would give penalties while in daylight to round it out. Not as bad as complete blindness but something akin to light sensitivity while exposed to sunlight(not light spells, except I think there is a 9th level light spell that can kill vampires).

So they can get only claws, I don't mind. D6 sounds good.

Well vampires in D&D don't have a bite but they do have a drain. When they pin an opponent they can drain con by biting them. But they can't actually physically use bite attacks to do damage, well not any better then a human could.

Restricting skill bonuses to listen and spot is fine.

Yeah generally vampires always have superior senses.

Vampires, although undead, are still vunerable to sneak attacks and crits (at least my vampires). So d12 and no CON sounds fine.

This is strange, from the sounds of it your vampires aren't actually dead. Being immune to criticals is one of the major benefits of being undead. Also immunity to mind affects.

You might want to consider making them a different type like aberration or Augmented humanoid.

What else do you want to add to them? Are they smarter, more charismatic, healthier, wiser? Should they get any other stat bonuses or modifiers? If it turns out they aren't actually undead they could get other benefits.

Also note that undead in D&D are infused with negative energy(thats what animates the body). If they don't follow this they might be something else. For example the more modern theme of biologically made undead wouldn't be considered undead and wouldn't share the same traits as them.

In my own game vampires are aberrations. The vampire is one of the last of the old D&D monsters. There are some monsters still around that are as old as them as far as D&D is concerned, but they are the only ones I can think of that still have obscure methods to kill them. Like the old Raksasha with the blessed bolt that would instantly kill it and the old Cthulu conversions had so many monsters that had strange obscure methods to their demise. Imo this is a good thing, I got rid of coffins/running water/stakes in the heart, mostly to get rid of this old genre(it was annoying, especially as a DM). As presented in the MM vampires look like very awkward fairy tale creatures.

Back to the topic...You are looking at a decent level 3 adjustment with it as it is. With a few adjustments(like the creature type and fluff abilities) it should be back into the mid-high 3s again. Also natural armor might be necessary(or something similar). If you want to up the LA by 1 you could give them minor fast healing and a drain ability(along with a few more minor abilities).
freak10008

11-10-07, 02:15 PM
hay guys. im looking into making a vampire character and from wat i can tell the old d&d ones arnt worth it and they suck but yours looks promising. once you are done coming up with all the ideas i was wondering if you could help me out with making one. thx:D
P.S. I love thouse books they are sooo cool;)
Windspear

11-13-07, 11:54 AM
Alright, this is what I came up with:

Full vampire/vampaneze: LA 4
+10 STR, +10 DEX, +4 CON (yes, they're not undead).
Darkvision.
Low-light vision.
Knockout gas (DC 17 fortitude check negates).
+4 NA.
+2 on Handle Animal checks made with spiders, rats and wolves.
Flitting ability.
Sun sensitivity (*3 damage from light spells, 5 hours of sunlight kills).
Proficiency with all thrown weapons.

Half vampire/vampaneze: LA 2
+4 STR, +4 DEX, +2 CON.
Low-light vision.
+2 NA.
+1 on Handle Animal checks made with spiders, rats and wolves.
Proficiency with all thrown weapons.