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===3rd Edition=== ====Ravenloft Dhampir Template==== ::Available Creatures: Humanoid or Monstrous Humanoid. ::Type changes to Monstrous Humanoid. ::Hit Dice: Increase by one die type, to a maximum of D12. ::Speed: Unchanged ::Armor Class: +4 natural armor. ::Attack: Gain a Slam attack. ::Full Attack: An unarmed dhampir can fight with its slam attack or its natural weapons (if any). An armed dhampir typically uses its weapon as its primary attack and follows up with a slam/natural weapon as a natural secondary attack. ::Damage: A dhampir's slam attack uses either the damage values for a vampire or the base creature's own, whichever is higher. ::Special Attacks: Gain the following, all of which have a Save DC of 10 + 1/2 dhampir's Hit Dice + dhampir's Charisma modifier unless noted otherwise. :::Domination (Su): A dhampir that meets the gaze of a creature within 30 feet (treat as gaze attack, except dhampir must take a standard action and it does not affect those looking at the dhampir) can afflict them with a Dominate Person (caster level 12). :::Blood Drain (Ex): By successfully grappling and pinning a foe, a dhampir can inflict 1d4 points of Constitution damage each round they maintain the grapple. :::Children of the Night (Su): Once per day, a dhampir can call forth either a pack of 4d8 [[Giant Rat|Dire Rats]], a swarm of 10d10 Bats, or a pack of 3d6 Wolves. The summoned animals arrive in 2d6 rounds and serve the dhampir for up to 1 hour. ::Special Qualities: Gain the following bonus SQs. :::[[Damage Reduction]] (Su): 10/Magic :::Resistance (Su): Cold 10, Electricity 10. :::Spider Climb (Ex): A dhampir can scale sheer surfaces as if under a Spider Climb (caster level 12th) spell. :::Fast Healing (Ex): A dhampir regains 1 hit point per round so long as it has not been reduced to -10 hit points. :::Blood Requirement (Ex): A dhampir must consume humanoid blood at least once per week or it cannot use its supernatural special attacks or special qualities until it does. :::Vulnerability to Sunlight (Su): A dhampir in natural sunlight cannot its supernatural special attacks or special qualities. :::Restless (Su): Unless its body is destroyed as per vampire methodology, a dhampir will rise from its grave 1d4 days later as either a vampire spawn (if Hit Dice were less than 5) or a vampire. ::Saves: As base creature plus character class. ::Abilities: +4 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma ::Skills: +6 racial bonus on BLuff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot. ::Feats: If it meets the prerequisites, a dhampir gains Alertness, Combat Reflexes, Dodge, Improved Initiative and Lightning Reflexes. ::Environment: Any land. ::Organization: Solitary ::Treasure: Double standard ::Alignment: Any ::Advancement: By character class ====Katane Template==== Cursed with a thirst for living blood and possessed of awful powers befitting creatures of the night, katanes are some of the more common half-undead. The human-like appearance and social behavior of vampires and their spawn result in ample opportunities for half-breed creation, and some vampires retain enough human sentiment to care for the child, improving the katane's chances of survival. Katanes are pale and slender, with jet-black hair and red, black, green, or yellow eyes. They have pronounced canines that extend for feeding and slightly pointed ears. Some of the less fortunate (those with a Charisma score of 7 or below) have batlike features. A katane has certain qualities it shares with all of its fellow "Half-Undead"; the [[Fetch]], [[Ghul]] and [[Ghedan]]. These traits are listed as the Half-Undead Super Template, meaning these special qualities are common to all four racial templates. ::Abilities: +2 Strength, +2 Dexterity, +2 Charisma ::Skills: +4 racial bonus to Bluff, Hide, Listen, Move Silently, and Spot. ::Feats: Improved Initiative as a bonus feat. ::Challenge Rating: +1 ::[[Level Adjustment]]: +1 ::Environment: Same as Base Creature ::Alignment: Often Chaotic Evil ::Organiation: Solitary, Gang (2-4 base creatures or vampires + 1 katane) or Party (2-8 base creatures or vampires + 2-4 katanes) ::Special Attacks: :::Blood Drain (Ex): By making a successful Grapple check and pinning its target, a katane can inflict 1d4 Constitution drain on its target each round it sustains the pin. :::Charm Person (Sp): A katane can cast Charm Person by locking gaze with a humanoid creature. This Charm spell has a caster level equal to the katane's Hit Dice and a Save DC of 10 + Katane's Hit Dice + Katane's Charisma modifier. A katane can use this ability a number of times per day equal to its Charisma modifier (minimum of 1). ::Special Qualities: :::Blood Hunger (Ex): A katane must use its Blood Drain at least once every three days. If it does not feed, it must make a DC 15 Will save (DC + 1 cumulative with each extra day it goes without feeding). On a failure, the katane suffers a cumulative -1 morale penalty to its attack rolls, ability checks, skill checks and saving throws until it finally uses its Blood Drain. :::Damage Reduction (Su): 5/Silver :::Vampire Kin (Ex): Katane have none of the weaknesses of the Vampire template, and are immune to the Domination power of vampires. :::Light Sensitivity (Ex): A katane is Dazzled when exposed to bright sunlight or the Daylight spell. :::Resistances (Ex): Cold Resist 5 and Electricity Resist 5. :::Sense Vampires (Su): A katane can automatically determine if there is a vampire, katane or any other undead that feeds on blood within 200 feet. This ability only warns the katane that such creatures are there; it does not inform them of their numbers nor their power, and is not accurate enough to aid in blindfighting or otherwise pinpointing a target. :::Spider Climb (Ex): A katane can climb any surface, as if under a permanent spider climb spell. Half-Undead Super-Template: ::Call of Undeath (Ex): A half-undead has a 3% chance per Hit Dice that it will rise as a full undead of its progenitor type upon its death. ::Darkvision (Ex): A half-undead gains Darkvision 60 feet, unless it already has a better range of darkvision. ::Detection (Ex): A half-undead registers as an Undead creature of half its actual Hit Dice for spells/abilities that detect the undead. ::Fortification (Ex): A half-undead has a 50% chance to negate critical hits and sneak attacks. If granted Fortification from a suit of magic armor, use the superior change. ::Immunity to Energy Drain (Ex) ::Necrotic Life: When attacked by a spell or effect that deals hit point damage with negative energy, a half-undead takes half-damage on a failed save and no damage on a successful save. ::Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one quarter (1/4th) the normal rate for its living race. ::Turn Kind (Ex): A half-undead [[Cleric]] gains a +2 bonus on checks made to turn, rebuke, command or bolster undead of its progenitor type. ::Vulnerability to Holy Water (Ex): A half-undead takes 1d4 damage per flask of holy water it is hit with. ::Vulnerability to Turning (Ex): Clerics can attempt to turn or rebuke the half-undead as if it were truly undead. If the attempt would be powerful enough to affect an undead of equivalent Hit Dice, the half-undead suffers a -4 penalty to all attacks, saves, skill checks and ability checks for 10 rounds or until the cleric who turned/rebuked it attacks the half-undead. If the attempt would be powerful enough to command or destroy an undead of equivalent Hit Dice, the half-undead is Stunned for 2d4 rounds instead. ::Saves: +2 racial bonus on all saves against fear, poison, disease, paralysis and necromancy spells.
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