- 1 Introduction
- 2 Attributes
- 3 Weakness
- 4 Abilities
- 5 Feeding
- 6 Thralls
- 7 Creating a new character on Arelith
Vampirism treads a fine line between what could be called a racial status, and a condition, not very unlike planetouched creatures of different sorts. A vampire is an undead creature that retains its previous race and, contrary to many other sorts of undead, also retains all their mental faculties and most of their appearance, making them, to the untrained eye, hard to point out from a normal individual of the same race - it is for these traits that vampires are considered one of the most dangerous and dreadful sorts of undead.
Vampirism could be considered a curse like lycanthropy, but not necessarily an infection. Contrary to lycanthropy, it is not exactly certain how an individual becomes a vampire. Some say that the slightest bite of the vampire could infect the victim, and others insist that only the willing that surrender their blood and are, instead, offered the blood of the vampire may become one. Save for some loose theories, it is only known that creatures slain by a vampire and drained of their blood become loyal vampire spawns - minor vampires.
Vampires look very much like their 'normal' counterpart, except that they seem to have a slightly more feral look and air to them. Often it is described as predatory. Other than that, vampires cast no natural shadow, neither they cast any reflection in mirroring surfaces.
The motives of the vampire to how it is, is its own, and none can really say that two vampires will become allies or sworn enemies. If all the vampires have something in common, it's that all of them have had their beings darkened to a deep degree of evil.
- Level 1: +1 regeneration, +1 str, +1 dex
- Level 5: +1 regeneration, +5% move speed
- Level 10: +1 regeneration, +2 con
- Level 15: +1 regeneration, +5% move speed
- Level 20: +1 regeneration, +1 str, +1 dex
- Level 25: +1 regeneration +5% move speed
- Level 30: +2 con
The ability scores (STR, DEX, CON) are all soft and count towards the +12 cap bonus. The bonuses are cumulative: A level 5 vampire will have 2 regeneration, for example. This bonus is tied to their Blood levels. If they keep themselves well-fed, these abilities will appear as they are. If the vampire, however, neglects its hunger, these bonuses will decay and quickly turn into negatives.
- All base race abilities, stats, and feats
- All described above
- They are immune to critical hits, mind-altering effects, and sneak attacks (and all effects that need those to work).
- Restored by negative energy spells
- 100% Negative Damage Immunity
- +5 to Interrogate NPCs
- +10 to Seeing Track Details
- +4 Turn Resistance
- Permanent Ultravision
- Vampires do not have a rest meter, as the dead have already found enteral rest. They do, however, suffer an endless hunger for the blood of the living. Thus their starvation penalties are more severe.
Summon Stream: Vampire, Zombie
As undead creatures, they gain a plethora of abilities and immunities. However, their apparent immortality and a large arsenal of tricks come with an equally large list of weaknesses and vulnerabilities.
Vampires are damaged by healing spells, blessed weapons, holy water, and can be Rebuked/Turned by powerful clerics.
Vampires can be affected by Undeath to Death, Control Undead, and Magical Sunlight.
Vampires that are exposed to sunlight will rapidly die. Every round they spend in the sunlight they will gain an increasing stack of negative regeneration until they hide in the darkness. Artificial darkness, as created by the spell, serves as a temporary cover.
Due to its nature, vampires are unable to survive if submerged in a large body of water. However, swamps and streams provide no barrier to the undead's travel. (If a vampire attempts underwater activities or falls off a ship bad things will happen!)
Penalties for negative blood meter scores essentially mirror the bonuses, except that regeneration is not applied as negative regeneration, but rather used to calculate the extent of starvation debuffs. The amount of negative regeneration (which can range from 1 to 6) will be referenced as X for the following penalties:
- A -X penalty to AB, AC, skills, and saving throws
- An additional -X penalty to concentration
- (5 * X)% miss chance and spell failure
These debuffs are applied alongside the existing STR/DEX/CON decreases and, eventually, movement speed penalties encountered at such low scores.
Bat and Wolf form
The vampire can morph into these forms at will.
Vampire's receive Darkvision.
Once per day, upon death, the vampire will instead enter a gaseous form for twelve seconds. This form confers immunity to damage and an inability to attack for the duration of the effect. They will be at 1HP when the effect ends. (Activation of this form is separate from the Godsave timer. Example: If the vampire dies, they will enter a gaseous form. However, if that ability is on cooldown, they will instead attempt a Godsave.)
Once every 10 minutes, Vampires can attempt to dominate nearby humanoid creatures for 3d3 rounds + 1 per 5 character levels. Player characters are dazed, not dominated. While under the effect of Domination Gaze, NPCs are valid targets for the Vampire Feed ability. The effect also allows Vampires to automatically succeed in some social interactions with affected NPCs (like GSF: Enchantment and Charm/Dominate Spells).
Added a climb bonus equal to 1 per 2 character levels. Fall damage is not reduced unless they're polymorphed into a bat.
Vampires cannot drink or eat. Instead, vampires must fill their blood reserves by killing creatures (NPC Monsters), Biting (A special bite attack that can be used on NPCs/PCs), or Feeding on a willing victim (PC Only).
It is possible to craft blood vials through the use of alchemy. It is a difficult task to store blood such that it keeps fresh for a prolonged period, but once you have the vials, they won't expire.
Every 3 minutes, a vampire can mark their next attack as a bite, and if successful, they will heal and recover a large portion of their blood reserves, which scales depending on the size of the creature. (This works on NPC and PC alike)
Vampires can feed on player characters (after the victim's player types the command -thrall offer), with the victim suffering a -2 con penalty for every feeding within the last 24 game hours, culminating in death after the fourth feeding. Being fed upon by a vampire does not turn the victim into a thrall (despite the name of the command to offer one's blood), such is only done by the drinking of a vampire's blood.
Due to generations of arranged marriage and selective breeding, blood taken from a PC of Noble birth (Minor Award) provides roughly 5% more life force than the blood of a commoner.
Vampires can recruit other characters as their thralls by feeding them a portion of their immortal blood. This confers physical improvements to the thrall, as such:
- First feeding in 24 hours: +1 con
- Second feeding in 24 hours: +1 con
- Third feeding in 24 hours: +1 con
- Fourth feeding in 24 hours: +1 con
These bonuses are cumulative and count towards the +12 ability cap.
The more a thrall feeds from the vampire, the more urgent the thrall's dependency on the vampire's blood becomes. A prolonged period without feeding may result in drastic withdrawal systems, ultimately culminating in death if the fortitude saves are failed. (Reports of this system being bugged have been made, resulting in there not always being a death save from vampire blood withdrawal.)
The act of drinking a vampire's blood forms a strong mystical connection between thrall and their sire, which can be expressed in a variety of ways. From experiencing deeply positive emotions toward the vampire to an unquestioning state of loyalty and obedience. These effects can at first appear insignificant but intensify over time (or with each feeding) until the Thrall experiences intense psychiatric issues when fully bonded. Such an ailment can be conveyed with a longing to mimic their dark patron through the consumption of living flesh (Renfield Syndrome) or other vampiric-like habits. The condition of Thralldom must be maintained through feedings by the vampire, lest the sire lose control over the victim with the passage of time.
Creating a new character on Arelith
- Requires Major award
- Must be approved by the DM Team
- For this, you should send a PM to any DM in the forum or to the Active DM group. The content of your PM should explain that you got the major award, that you want a vampire character, some loose background and your intention for the character. Researching vampires and undead in general beforehand may be wise. The Libris Mortis (3.5) may provide useful information. Bear also in mind that the approval is not only to verify that you won't play a setting-disrupting character, but also, to control the number of vampire characters active in the island, and your request may be denied solely for the latter reason.
- Does not have to eat or drink.
- Starting City: Same options as base race OR Andunor with Outcast tag
|Human||Human - Deep Imaskari - Firbolg - Half-Giant, Cloud- Half-Giant, Fire - Half-Giant, Frost - Half-Giant, Stone - Half-Giant, Storm, Shadovar|
|Dwarf||Shield Dwarf - Gold Dwarf - Duergar - Wild Dwarf|
|Elf||Moon Elf - Aquatic Elf - Avariel - Fey'ri - Sun Elf - Wild Elf - Wood Elf|
|Gnome||Rock Gnome - Svirfneblin - Forest Gnome|
|Halfling||Lightfoot Halfling - Ghostwise Halfling - Strongheart Halfling - Fey|
|Half-Elf||Half-Elf - Gloaming - Green Hag - Kenku|
|Monstrous||Drow - Goblin - Kobold - Gnoll - Orog - Hobgoblin - Ogre - Minotaur - Imp - Troglodyte - Yuan-ti Pureblood - Derro - Rakshasa - Vampire|