Difference between revisions of "Vampire (4e Race)"

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(Created page with "{{author |author_name=Xeadin |date_created=3-6-11 |adopter= |date_adopted= |status=Complete |editing= |img= }} == Vampire (''Vampires'') == '''''[[Summary::Beings which long fo...")
 
(Playing a Vampire)
 
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'''Vampire Characteristics:''' Blood-thirsty, calculating, driven, intuitive, manipulative, murderous, pragmatic, tempestuous, voracious
 
'''Vampire Characteristics:''' Blood-thirsty, calculating, driven, intuitive, manipulative, murderous, pragmatic, tempestuous, voracious
  
'''Male Names:''' Alden, Drevus, Eskan, Jon, Klen, Lexus, Morray, Neur, Trenn, Wihl, Zunn
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'''Male Names:''' Alden, Alucard, Drevus, Eskan, Jon, Klen, Lexus, Morray, Neur, Trenn, Wihl, Zunn
  
 
'''Female Names:''' Bris, Delen, Freya, Hela, Ilani, Nesi, Rayn, Sabina, Vehla, Yuni
 
'''Female Names:''' Bris, Delen, Freya, Hela, Ilani, Nesi, Rayn, Sabina, Vehla, Yuni

Latest revision as of 02:05, 23 March 2013

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Author: Xeadin (talk)
Date Created: 3-6-11
Status: Complete
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Vampire (Vampires)[edit]

Beings which long for the scent and taste for blood from those that walk, they are stealthy, intricate creatures-- manipulative and lethal in their attempts to subdue their enemies, wherever they may lurk.


Racial Traits
Average Height: 5'6" -- 6'1"
Average Weight: 90 -- 135 lbs
 
Ability Scores: +2 Dexterity; +2 Constitution or Charisma
Size: Medium
Speed: 7 squares
Vision: Darkvision
 
Languages: Common; choice of one other
Skill Bonuses: +2 Bluff, +2 Stealth
Arterial Defenses: You gain a +1 racial bonus to AC against opportunity attacks
Blinding Sun: You lose the Darkvision ability and you take a -1 penalty to all attack and damage rolls while in direct sunlight.
Bloodied Regeneration: When you become bloodied, you gain Regeneration equal to 1+ your Constitution modifier until the end of the encounter, or until you are no longer bloodied.
Nimble Advantage: When you gain combat advantage against a creature, you gain a +2 bonus to damage rolls against that target
Undead Type: You are reborn from death, so you are considered to have the undead type for the purpose of effects that relate to creature type.
Vampiric Defenses: You gain a +1 racial bonus to Fortitude and Reflex defenses
Blood Drain: You can use blood drain as an encounter power
Blood Drain
Vampire Racial Power
You sink your teeth into the neck of your foe-- weakening it and quenching your thirst for the rest of the fight.
Encounter ✦ Healing, Reliable
Standard Melee Touch
Prerequisite: You must either have combat advantage against or grabbing/ restraining the target
Requirement: The target must be of the natural, fey, or immortal origin
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d10 + Constitution modifier damage, and the target is weakened. In addition, you can spend a healing surge and regain an additional 1d6 hit points.
Increase damage to 2d10 + Constitution modifier damage at 11th level, and 3d10 + Constitution modifier damage at 21st level. Increase the number of hit points regained to +2d6 hit ponts at 11th level, +3d6 hit points at 21st level

Hiding in the shadows-- fangs that seem unnatural. Creatures who have a long lust for the scent and taste of mortal blood. Vampires are cruel, manipulative creatures-- using their dexterous moves and cunning tactics to take down their adversaries with a quick 1-2 strike. Naturally they are thieves, but moreover-- they are cold-blooded murderers when they get the opportunity to sink their teeth into the flesh of mortal souls to extract the sweet, savory dark red ichor that flows through all creatures of nature.

Play a Vampire if you want...

  • To become a blood-thirsty killer or a manipulative trickster
  • To take advantage of any given situation by stride and quick resolve
  • To be a member of a race that favors the Bard, Rogue, Sorcerer, and Warlock classes.

Physical Qualities[edit]

Vampires are pale-skinned creatures that resemble either deceased natural or fey humanoids, such as elves, humans, and shifters. Their hair can range from a mottled jet black to a ravenous snow white-- some may even have deep gray hair. Most vampires either have golden or red eyes-- suggesting their otherwise abnormal behavior and their undying thirst for mortal blood. Most vampires prefer to kill their victims before engorging themselves, while others take advantage and take a good bite to repair physical or mental damage caused by their adversaries. Once quenched, it is only a matter of time before they want more once again. Their never-ending struggle between civilization and savagery is torn by two worlds.

Playing a Vampire[edit]

Typical vampires are normally found in morbituaries or found deep in dungeons away from the damaging rays of the sun. Sunlight is the one thing many vampires fear the most, but some have grown accustomed to travelling above their dark prisons and explore the world above-- gaining resistances to the sun's harmful effects over time. Soon, they develop tactics similar to other natural species with the concept of settlements and exploration. These few vampires are prime examples of the evolution of time.

Many vampires still have radical behaviors reflected from their dungeon-dwelling relatives, such as their thirst for blood, but generally vampires above ground develop a deeper meaning of whom or what to choose of themselves and what they ought to do. It is a separation of two worlds-- one of civilization, and one of complete savagery.

Vampire Characteristics: Blood-thirsty, calculating, driven, intuitive, manipulative, murderous, pragmatic, tempestuous, voracious

Male Names: Alden, Alucard, Drevus, Eskan, Jon, Klen, Lexus, Morray, Neur, Trenn, Wihl, Zunn

Female Names: Bris, Delen, Freya, Hela, Ilani, Nesi, Rayn, Sabina, Vehla, Yuni

Vampire Adventurers[edit]

Three sample Vampire adventurers are described below.

Ilani, a vampire bard, uses her music to tantalize her adversaries and to encourage her allies to move through without any hesitation. She is a trustworthy individual, but sometimes her own savage ways can get in front of herself and blind her natural emotions. She learns to keep this in check by her playing music to herself-- perfecting the tunes to make them sound almost flawless. In her mind, the better the tune, the better off she will be.

Lexus, a vampire rogue, is a clever and efficient killer. He knows where to slip the blade, and he is not afraid to take a drink from his foes-- whether of purpose or not. His thirst for blood does not overcome his desires to become a better thief-- a better individual. With unnatural agility, he can lurk in the shadows so well that none may know he even exists.

Sabina, a vampire warlock, uses the infernal waves of destruction to exploit her emotions toward her adversaries, whether of demise, anguish, or just plain wickedness. Her bite is what frightens her foes the most, as she first taunts or intimidates her foes-- then goes in for the bite or kill. A loyal figure to her allies and an effective battering ram, she brings her all to the table and she delivers without any worry.


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Facts about "Vampire (4e Race)"
AuthorXeadin +
Identifier4e Race +
Rated Byvarg +
RatingRating Pending +
SummaryBeings which long for the scent and taste for blood from those that walk, they are stealthy, intricate creatures-- manipulative and lethal in their attempts to subdue their enemies, wherever they may lurk. +
TitleVampire +