Dire Reverend Vampire (3.5e Template)/Salient Selections

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When a Vampire is created, it selects two Salient Abilities. In addition the vampire can take VAMPIRE FEAT to gain two more.

Note: most of these abilities were taken from the Revised Vampire template.

Special Attack Abilities[edit]

Children of the Night (Su): Once per day, a Vampire with the children of the night salient attack can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the Vampire for up to 1 hour.

Frightening Presence (Ex): A Vampire with the frightening presence salient attack can cause fear by attacking or draining a creature of blood. Whenever a Vampire with this ability attacks a creature or uses its drain blood ability, all creatures within 30 ft. of it must make a Will save, DC 10 + ½ the Vampire’s HD + the Vampire’s Charisma modifier, or be frightened for 5d6 rounds. Once a creature successfully saves against a Vampire’s frightful presence ability, then it is immune to it for 24 hours.

Night Prowler (Ex): The Vampire Gains life sense at a radius equal to its Charisma modifier times 10ft. Additionally, it receives a Jump Speed equal to their land speed.

Special Quality Abilities[edit]

Alternate Form (Su): A Vampire with the alternate form salient quality can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the Vampire loses its natural attacks and any supernatural special abilities it has, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. Some Vampires may use this attack to take on the form of different types of creatures of equivalent strength.

Immortal Hunter (Ex): Centuries of un-life and solitude have enhanced your ability to survive. You vampire now has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. You also receive the scent ability.

Inhuman Speed (Ex): As a swift action, a Vampire with the inhuman speed salient quality may move up to its move speed plus 15 ft. Once it has used this ability, it must wait 5 rounds before it can use it again.

Weakness Resistance Abilities[edit]

When one of these abilities are chosen, the Vampire removes a chosen weakness Instead of gaining an ability. Some of the abilities replace the weakness with a less harmful version instead of removing the weakness entirely.

Dominion Resistance: The Vampire no longer has the Dominion Weakness.

Sunlight Resistance: The vampire no longer has the Sunlight Vulnerability. Instead, when the Vampire is in natural sunlight, it is dazzled, takes 1d10 points of damage each round, and cannot use any of its supernatural abilities.

Talisman Resistance: The Vampire no longer has the Talisman Weakness.

Water Resistance: The Vampire no longer has the Water Vulnerability.*

Weakness Obliteration: This Salient Ability cannot be taken with the Vampire template, it must be taken through the VAMPIRE FEAT. The vampire chooses its sunlight or its steak vulnerability. If he chooses his sunlight vulnerability the sun no longer affects him. If he chooses his stake vulnerability, a confirmed critical hit to the heart is determined as if it was a regular critical hit. This ability can only be taken once per feat, each time you choose a different vulnerability.

*Creatures with swim speeds need no take this ability, they already have resistance to it.