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Vampire, Lasombra (3.5e Template)

1,542 bytes removed, 22:50, 9 May 2011
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'''Armor Class'''
As the base Creature
 '''Attack'''
As the base Creature.
A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
'''Blood Drain (Ex):''' 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 drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. In addition, the Lasombra adds the drained Constitution points to his own Vitae pool. This pool may not exceed his level.
'''Dominate (Su):''' A 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 vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
'''Turn Resistance (Ex):''' A vampire has +4 turn resistance.
'''Vitae (Su):''' A Lasombra may hold up to his own level of drained Constitution points. These points do not apply to the vampires own Constitution and have no effect on his stats. A Lasombra can never spend more than 1 vitae per turn.
These vitae can be spent as a free action to:
 
-Instantly restore 1d12+6 points of health.
 
-Add +10 to any physical skill roll. (As determined by DM)
 
-Add +5 to any Fortitude save. Forcing blood through dead veins is strenuous however, and can only be done twice a day.
 
-Add +10 to either Strength or Dexterity for 2 turns.
 
-Resist damage from sunlight for 1 turn per vitae spent. This turn can only be spent fleeing from said sunlight, though the vampire may attack anyone in his way.
 
-A Lasombra loses one vitae every time he wakes. If he is forced to wake during the day, he can stay awake for 4 rounds per vitae. These points are expended every round.
==== Abilities ====
==== Alignment ====
Usually Always evil (Any).
==== Advancement ====
==== Level Adjustment ====
Level Adjustment: +3 ==== Vampire Weakness ==== Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.Light Weakness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vampire for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area and take a -2 penalty to all attribute.  “Vampire, Lasombra” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature) ==== Size and Type ==== 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 ==== Creatures base movement remains the same. ==== Special Attacks ==== A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.  '''Blood Drain (Ex):''' 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 drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. '''Dominate (Su):''' A 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 vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. ==== Special Qualities ==== '''Resistances (Ex):''' A vampire has resistance to cold 5. '''Turn Resistance (Ex):''' A vampire has +4 turn resistance. '''Vitae (Su):''' A Lasombra may hold up to his own level of drained Constitution points. These points do not apply to the vampires own Constitution and have no effect on his stats. A Lasombra can never spend more than 1 vitae per turn. These vitae can be spent as a free action to:  -Restore 1d12+3 points of health.  -Add +2 to any roll. -Add +6 to any attribute for 2 turns. -Resist damage from sunlight for 1 turn per vitae spent. This turn can only be spent fleeing from said sunlight, though the vampire may attack anyone in his way.
==== Lasombra Weakness ====
----'''Repelling a Vampire:''' Lasombra recoil from strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
==== Vampire Weaknesses ===='''Repelling a Vampire:''' Vampires cannot tolerate Lasombra are not affected by the strong odor smell of garlic and will not enter , an area laced with itimmunity they use to their advantage against suspicious vampire hunters. SimilarlyThey do not, they recoil from a mirror or a strongly presented holy symbolhowever, show any reflection in any surface. These things don’t harm the vampire—they merely Lasombra must be careful to keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding mirrors, lest someone notice the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.'''Light Weakness:''' Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vampire for 1 round. If they are exposed to direct sunlight, they take 1d6 damage per level per turn. (Eg. A 12th level Lasombra will take 12d6 points of damage for as long as he is in direct sunlightstranger with no reflection.
'''Light Weakness:''' Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vampires for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area and take a -2 penalty to all attributes. If they are exposed to direct sunlight for any length of time, they take 2d6 damage. If they remain in direct sunlight for two consecutive turns, on the third turn of direct sunlight the vampire must make a DC20 Fortitude Save or be instantly incinerated.
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