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| bpramone03-23-04, 11:10 PM | Hello all, I am going to start a new campaign this week. I'd like to throw a twist or two at the player characters. One of these is using an Anne Rice type vampire. From what I remember from the Vampire Chronicles they are faster and stronger than humans. They have better perception than humans. They do not react badly to holy symbols, nor are they constrained by flowing water or their coffin. Their only weaknesses I see are fire and sunlight (sunlight is really bad). If they are drained of all their blood, they can hibernate underground until they heal up. How would you put that into template form like the templates in the Monster manual? Some things I've though are: 1. Undead (excpet since their blood flows, they are affected by critical hits) 2. Turn Immunity 3. Can cast Haste as a free action twice per day 4. +5 on all skill checks involving any of the 5 senses 5. Level drain through bite only (must grapple first) 6. Victim does not become vampire spawn when killed by vampire 7. Immune to sound 8. When hit by fire, takes max damage and can catch on fire unless reflex save is made 9. Each round in sunlight reduces it's level by 3 and causes 4d8 damage (would the sunlight spell affect it?) 10. Considered an outsider (Queen of Damned had that evil spirit in her, thus making her the first vampire) Let me know what you think and if you'd add, delete or change anything. Thanks for your help. |
| Xyplex03-23-04, 11:43 PM | My local source of wisdom on Anne Rice's vampires suggested a system much more like the bloodlines that they brought up in UA ... that they get stronger as they get older / more experienced. Fire and sunlight does less damage to older vampires to the point that at the extremes, they're not affected by either. I'd put in something about them needing to drink blood to survive ... in GURPS one thing you could add was a requirement to drink blood every day, lest the character lose HP that could only be healed by draining someone ... of course this need for drinking would be mitigated by age. (Without the stipulation that it must be drained from intelligent creatures, although it takes more non-intelligent creature's blood to sate a Vampire) The Haste effect should be increased as level inreases, both in times per day and 'quality', as well as adding in the ability to fly at very high levels. |
| DrMorganes03-24-04, 12:24 AM | If you haven't already, I suggest you cross-reference your idea with the rules from White Wolf's Vampire: The Masquerade. While the two systems are totally incompatible, you can see how an "Anne Rice vampire" (or ARV) has been implemented. Consider checking out the vampires from FASA's Shadowrun RPG. These folks aren't undead, but are infected with a magical virus (the human/metahuman vampiric virus, or HMVV) with imparts vampire traits to humans (and does other nasty things to other races). In D&D terms: 1) Type does indeed change to Undead. There are several references throughout the Vampire Chronicles to the death of the mortal body. Lestat describes his mother's death throws in disturbing detail, and Louis dismisses Claudia's concern for Madeleine's cries as "just mortal death". 2) Turn immunity. Unless you're going to balance this with some other weakness, I'd recommend against it. You're essentially stripping your clerics of one of their most important class powers. Even White Wolf's vampires can be affected by True Faith... As Mark Rein-Hagen described it, vampires are evil. Not because of what they may or may not do, but because of what they are. Instead of making them immune to turning, consider boosting their effective Hit Dice by +4 for a turning attempt. 3) I'm not sure about this one... See #10 below 4) Vampires already gain a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. I'd say that about covers what you mention, only better ;) 5) Why level drain? In the "new" vampire mythos made popular by Anne Rice a vampire's victim suffers no ill effects from being bitten - aside, of course, from the lassitude associated with having one's blood drained. See #10 below... 6) Makes sense. 7) Why a sonic immunity? 8) OK 9) Why? The current vampire template has a much more severe reaction to sunlight. From the SRD: Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. If this creature is undead, I see no reason to grant it special immunity from Sun domain spells like Sunray and Sunburst. 10) I'd say go with one or the other. Either this creature is an Outsider which possesses certain vampire-like traits, or it's just a tweaked undead vampire. Now that you mention it, it may make sense to have your ARV be an Outsider. Most Outsiders aren't affected by clerical turning, don't have an aversion to water, garlic, holy symbols, or mirrors, and typically possess one or more spell-like abilities. However, Haste as a free action - even if limited to 2 per day - is pretty broken. Keep any spell-like abilities functioning within the standard ruleset. |
| DrMorganes03-24-04, 12:40 AM | Xyplex: The vampires in The Vampire Chronicles did not become more resistant to sunlight as they aged. This resistance was more of a function of how far down the vampiric family tree they were from Akasha. Lestat gained virtual immunity from the sun after drinking her blood. This idea is in line with the "generation" concept in V:tM. In a nutshell: Caine was/is the first vampire, cursed by God with everlasting life and a lust for blood after killing his brother Abel in a fit of jelous rage. He is as close to all-powerful as one can get. Consider him the "first generation" (Akasha takes this role in Anne Rice's novels). After unknown years, he created a number of vampires (commonly numbered at three). This second generation was less powerful than Caine, but still godlike compared to mortals. They in turn created a third generation, who eventually rose up and slew their sires (gaining their power in the process). The vampiric blood thins as it is passed from generation to generation; each new generation of vampires is less powerful than the one before it. Lesser vampires can gain temporary boosts in power by drinking the blood of their elders. Permanent increases require the consumption of the elder by the younger. The elder vampires look to consume their sires while defending themselves from their childer. As one can imagine, paranoia is a common theme in many V:tM games... I'm not sure which came first - Interview with the Vampire or Vampire: The Masquerade - but these ideas are present in Anne Rice's novels. I believe Lestat makes a snide comment or two in The Queen of the Damned about how close the newer vampires are to mortals. Recall as well that Maharet assumes the role (and power) of the Vampire Queen by consuming Akasha's heart after the final showdown. |
| sparkster424203-24-04, 01:12 AM | actually, in Anne Rice's novels, a vampire's power level was a function primarily of age. You may recall that Lestat's master was 400-some years old when he Embraced Lestat, and L. started out stronger than many other vampires. Also, that chump, what was his name? the one who ran the gang hanging out in the catacombs. that group's spawn were all created by the youngest vampires around, and they were quite weak; some couldnt even break out of their coffins. When Lestat derided the new vampires as being almost mortal, he was talking about very young vamps indeed ... with very young sires, as well. consuming the blood of an older vampire really just provided a shortcut around the aging process. There is a very good correlation between Rice's work and V:tM, it would make excellent source material. |
| Elly1103-25-04, 02:33 PM | This is a vampire templete i created based on An Rices's vampire Vampire Vampire is a templete that can be added to any humanoid or monstrous humanoid creature Type : A vampires type changes to undead Hit dice : All furture and current HD increase to d12 Speed : Land speed increases by 30 ft AC : The base creature's natural armor imporves by +6 Special Attacks : A vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 vampires HD + vampires Charisma modifier unless otherwise noted Domination (Su) : A vampire can crush an opponet's will just by looking into his or her eyes. This is similar to a gaze attack, except that the must take a standered action , and those merely looking at it are not affected. anyone the vampire targets must succeed at a will save or fall instantly under the vampires influence as though by a dominate person spell cast by a 12th level sorcerer this ability has a range of 30 feet. (Note : persons of the oppisite sex under the effect of domination tend to become infactuated and lust for their new master) Blood Drain (Su) : A 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 damage each round the pin is maintained. On each successful attack the vampire gain 5 temporary hitpoints Dark Gift (Su) : If a vampire drains a victim's constitution to 0 or less and gives the victim a taste of the vampires blood the victim returns as a vampire enslaved under its masters control untill eather its master is dead or its master frees it. At anytime a vampire may have enslaved vampires totaling no more then twice the vampires HD Special Qualities : A vampire gain all special qualities of the base creatues and those given below Damage reduction (Su) : A vampire has damage reduction 10/ silver and magic Swifter Then The Eye (Su) A vampire can move with such speed that mortal eyes cannot see. As a free action a vampire can move at his full speed without taking anytime at all. This ability is usable per day equal 1/4 th of the vampires charisma modifier Fast healing (Ex): A vampire gains fast healing 5. If reduced to 0 hitpoints in combat the vampire is rendered helpless. The following round if the body is not destroyed it gains 1 hitpoint then regains 5 hitpoints a round as normal. Resistences (Ex) : A vampire gains cold and electricity resistance 10 Spider climb (Ex) : A vampire gains spider climb as the spell Unbounded leap (Ex) : A vampires jump is no longer limited by his or her hight Improved Land (Ex) : A vampire can land safetly from a fall at any distance Turn Resistance (Ex) : A vampire has +4 turn resistance Abilities : Increase from base creature as follows Str +6 Dex +4 Int +2 Wis +2 Cha +4 (+4 Apperance if applicable) As an undead creature a vampire has no constitution score Skills : A Vampire has a +8 racial bonus on Bluff, Hide, Jump, Listen, Move Silenty, Search, Sence Motive, Sleight Of Hand and Spot checks. Otherwise same as base creature Feats : A vampire gains Aertness, Combat Reflexes, Dodge, Improved Initiative and Lightning Reflexes Assuming he or she has all the prerequistites and doesnt already have them Challange Rating : +2 Alignment : Usually Evil (any) Level Adjustment : 6 Vampire Weaknesses Slaying A Vampire : Reducing a vampires hitpoints to 0 or lower incapacitates it but doesnt allways destroy it (see fast healing) However certain attacks can slay vampires exposing any vampire to direct sunlight disorients it : it can take only a move action or an attack action and is destroyed in the next round unless it escapes. Driving a wooden stake into a vampires heart instantly slays it. However it returns to life if the stake is removed unless the body is destroyed by means such as decapitation, creamation, and similar effects Keeping A Vampire Dead : Even if a vampire is destroyed in order to ensure it stays that way its ashes must be spread and burried Or its head must be burried seperate from its body Feeding : A vampire must feed on the blood of a living creature although it thrives for human blood. A vampire must feed at least once a day or it grows weak losing a comunitive 1 to all ability scores, saves, skill checks and attacks. (this loss of power can not be repaired by any means besides feeding) If a vampire doesnt feed for 21 it falls into a deep state of hybernation and stays in hybernation for a minimum of 21 days at this point it can be awakened only by the taste of fresh blood and must feed 5 times per day for 7 days to regain its strength Transmutation Effects : A vampire using any transmutation effects on it self such as polymorph, shapechange and similer effects retain all their vampire weaknesses when in their new form. Otherwise the spells and effects work as normal. Vampire Characteristics Vampires appear just as they did in their life with the follow exceptions Age : A vampire does't age and loses all signs of aging when created Skin Tone : A vampires skin tone becomes a few shades lighter Features : A vampires features become more defined and sharp Fangs : A vampire can extand and retract his fangs at will Eyes : A vampire's eyes become a pearl white when he becomes angry (he can supress this at will) Elite Vampire Elite Vampire is a templete that can be added to any vampire. Requirements : Must have lived at least 1 year as a vampire Must have at least 15 HD Must have used dark gift at least once To complete the transformation a vampire must go into hybernation for at least 21 days Type : As base vampire Hit dice : As base vampire Speed : Land speed increases by 20 ft *For a total of +50 ft* AC : The base vampire's natural armor imporves by +3 *For a total of +9* Special Attacks : A elite vampire retains all the special attacks of the base vampire and also gains those listed below. Saves have a DC of 10 + 1/2 vampires HD + vampires Charisma modifier unless otherwise noted Blood Drain (Su) : As base vampire but the elite vampire does 1d4+1 points of Constitution damage Special Qualities : An elite vampire gain all special qualities of the base vampire and those given below Detect Thoughts (Su) An elite vampire can detect surface thoughts of a creature by merely willing it so This is a standered action and has a range of 30 ft Swifter Then The Eye (Su) As base vampire but he can move up to 2xs his full speed and is usable per day equal to 1/2 th of the vampires charisma modifier Telekinesis (Su): An elite vampire can use telekinesis (caster level 15th) at will Fast healing (Ex): A elite vampire's fast healing improves by 2 *For a total of 7* Turn Resistance (Ex) : A elite vampire has +2 turn resistance *For a total of +6* Abilities : Increase from base vampire as follows Str +2 Dex +2 Cha +2 (+2 Apperance if applicable) *For a total of Str +8 Dex +6 Int +2 Wis +2 Char +6 App +6* As an undead creature a vampire has no constitution score Skills : An elite gain +8 to Intimidate Saves : An elite vampire adds 1/2 his charisma modifier to all his saves Feats : A elite vampire gains Iron Will Challange Rating : +1 *For a total of +3* Alignment : Usually Evil (any) Level Adjustment : +2 *For a total of +8* Vampire Weaknesses An elite vampire can withstand more amount of sun then a normal vampire exposing any elite vampire to direct sunlight disorients it : it can take only a move action or an attack action and is destroyed in 1d10 + 10 minutes unless it escapes Elder Vampire Elder Vampire is a templete that can be added to any elite vampire. Requirements : Must have lived as an elite vampire for at least 100 years Must have 30 HD Must have used Dark Gift at least 10 times To complete the transformation an elite vampire must go into hybernation for 50 years Or Must have lived as an elite vampire for at least 7 years Must be have at least 30 HD Must have used Dark Gift at least 3 times Must have killed an elder vampire at some point in your life as a vampire*** To Complete the transformation an elite vampire must go into hybernation for 21 days Type : As base elite vampire Hit dice : All future and current HD increase to d12 +1 Speed : Land speed increases by 20 ft *For a total of +70 ft* plus elder vampire's can fly with speed 50 ft. and perfect maneuverability AC : The base vampire's natural armor imporves by +3 *For a total of +12* Special Attacks : A elder vampire retains all the special attacks of the base vampire and also gains those listed below. Saves have a DC of 10 + 1/2 vampires HD + vampires Charisma modifier unless otherwise noted Blood Drain (Su) : As base elite vampire but the elder vampire does 1d4+2 points of Constitution damage Special Qualities : A elder vampire gain all special qualities of the base vampire and those given below Telepathy (Su) : An elder vampire can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile. Time Stop (Su) : An elder vampire can use time spot as the spell usable 3 times per day Vision (Su) : An elder vampire can gain a brief vision of a creatures past by merely willing it so vision is a standered action and the creature must be in line of sight Swifter Then The Eye (Su) As base vampire but he can move up to 4xs his full speed and is usable per day equal to the vampires charisma modifier Fast healing (Ex): A elder vampire's fast healing improves by 3 *For a total of 10* Turn Resistance (Ex) : A elder vampire has +2 turn resistance *For a total of +8* Abilities : Increase from base vampire as follows Str +4 Dex +2 Int +2 Wis +2 Cha +2 (+2 Apperance if applicable) *For a total of Str +12 Dex +8 Int +4 Wis +4 Char +8 App +8* As an undead creature a vampire has no constitution score Skills : An elder vampire gain +8 to diplomacy Saves : An elder vampire adds his charisma modifier to all his saves Feats : An elder vampire gains the leadership feat Challange Rating : +2 *For a total of +5* Alignment : Usually Evil (any) Level Adjustment : +3 *For a total of +11* Vampire Weaknesses Elder vampire's have far fewer weaknesses than normal vampires, a benefit of their quest for power A elder vampire is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a elder vampire in sunlight cannot use any of its supernatural powers. Victims of its domination power are not freed of the elder vampire's control during daylight hours; the elder vampire can verbally command any creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a elder vampire ; only direct light from the sun can weaken it A elder vampire is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature's damage reduction. |