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====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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