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d20 Vampires and Half-Vampires

Started by limetom, June 07, 2006, 08:49:28 PM

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limetom

I began this over at Dicefreaks, and I though I should bring it over here.

limetom

First things first, a revised vampire template, reprinted with permission from Dicefreaks.

Creating a Vampire

â,¬Å"Vampireâ,¬Â is an acquired template that can be added to any living creature (referred to hereafter as the base creature).

A vampire uses all the base creatureâ,¬,,¢s statistics and special abilities except as noted here.

Size and Type: The creatureâ,¬,,¢s type changes to Undead (Augmented [ base creature's type]). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: All current and future HD become d12s. Eminent and older vampires also gain bonus HP using their Charisma modifier in place of Constitution.

Speed: A vampire's speed increases by 10 feet per age category.

AC: A vampire gains an increase to its natural armor equal to to 5 plus his age category. Elder and older vampires gain a profane bonus equal to their age category. Ancient and older vampires gain a deflection bonus equal to their Charisma modifier.

Special Attacks: A vampire retains all the base creatureâ,¬,,¢s special attacks and gains those listed below. All saves are against DC 10 + 1/2 the vampire's HD + the vampire's Charisma modifier.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs after successfully pinning its opponent in a grapple or otherwise rendering its opponent helpless. The vampire deals Constitution drain according to the table below. For every point of Constitution drained, the vampire gains 5 temporary hit points.

Children of the Night (Su): Vampires command the lesser creatures of the world and once per day per age category can call forth 10 HD per age category of the same animals as specified for the vampire's Alternate Forms. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour per age category. Most vampires call wolves, bats or rats.

Domination (Su): A vampire can crush an opponentâ,¬,,¢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 vampireâ,¬,,¢s influence as though by a dominate person spell (at a caster level equal to his HD). The ability has a range of 50 feet per age category.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampireâ,¬,,¢s bite attack rises as a vampire spawn 1d4 days after burial.

Any vampire may create another vampire by feeding his blood to a dying (between -1 and -9 hit points) victim. The victim makes a Will Save followed by a Fortitude Save. If the Will save is successful, the blood has no effect, if the Fortitude save is successful, the creature dies but does not rise as one of the undead. If the victim fails both saves, they die, only to rise as a vampire with the next sunset.

An elder or older vampire may create another vampire by draining the victims blood on three consecutive nights. Upon the second night the victim makes a Will save; if successful, the bite has no effect beyond the draining of blood. If the victim fails the Will save, the vampire may transform them into a vampire by draining their blood the next night, this time reducing their Constitution to 0. They then make a Fortitude save; if successful they die but do not rise as one of the undead. If the victim fails both saves, they seem to die only to rise as a vampire with the next sunset.

An ancient or older vampire may transform a victim into a vampire with only a single bite. Any victim who has failed their Will Save against the vampire's domination power and whose blood the vampire has drained can be forced to make a Fortitude save or seem to die and to rise as a vampire at the next sunset. The vampire may force any one creature to make this save once every 24 hours.

The vampire has control over all spawn and vampires that it creates. At any given time a vampire may have enslaved spawn totaling no more than its own Hit Dice times its age category; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.

Alternate Form (Su): A vampire can assume the shape of one of any three animals (or dire versions thereof) as a standard action. These animals may not have more HD than the vampire itself. This ability is similar to a polymorph spell cast by a caster of a level equal to the vampire's HD, except that the vampire does not regain hit points for changing form and must choose from among those three forms. While in its alternate form, the vampire loses its natural bite attack and domination ability, 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. (If the base creature is not terrestrial, this power might allow other forms). Vampires are normally able to transform into rats, bats and wolves.

Damage Reduction (Su): A vampire has damage reduction according to the table below. A vampireâ,¬,,¢s natural weapons are treated as magic and evil weapons for the purpose of overcoming damage reduction. Those of eminent and older rank also count as epic weapons for this purpose.

Damned (Ex): A vampire is the the living dead and is an inherently unholy thing. They may not approach within 5 feet of anyone holding a holy symbol of a good aligned deity. They take 2d6 points of damage from holy water. They cast no reflection in mirrors. They must make a Will save (DC 30) to cross running water (complete immersion in which damages them as half-strength sunlight would). Finally, they are nauseated when within 20 feet of one of the following; white roses, garlic or wolfsbane. Rarely, vampires are vulnerable to another type of plant instead.

Fast Healing (Ex): A vampire heals 5 points of damage per age category each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed (it can travel up to nine miles in 2 hours). Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. While helpless, a vampire may be paralyzed by driving a wooden stake through its heart. This is a full round action and provokes an attack of opportunity. The vampire remains in stasis until the stake is removed (allowing the vampire to resume healing) or until the vampire is slain (usually by decapitation).

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Immunities (Ex): A vampire has immunities according to the table below.

Resistances (Ex): A vampire has resistances according to the table below.

Sleep of the Dead (Ex): As the sun rises, the vampire falls into unconsciousness and cannot be awakened until the sun sets. Noises, lights, and even attacks do not stir the creature. Once the sun sets, the vampire instantly springs to full alertness.

A vampire may, however, make a Will save (DC 20) to stay awake for an hour. At the end of the hour, the vampire must make another Will Save, this time against a DC of 25 to remain awake another hour. At the end of the second hour, the vampire must make a DC 30 Will save and so on. When a vampire does finally sleep, they sleep an additional two hours past sunset for every one they were awake for after sunrise.

Spider Climb (Su): A vampire can climb sheer surfaces as though affected by a spider climb spell.

Sunlight Vulnerability (Ex): In daylight, a vampire looses all supernatural abilities, its fast healing and its racial bonuses to Strength and Dexterity. It takes a -4 penalty to attack rolls, skill checks, ability checks and AC. Furthermore, vampires of eminent or lesser age take damage from the sunlight; newborn vampires take 50 points of damage a round, young vampires take 20 points of damage a round, elder vampires take 10 points of damage a round and eminent vampires take 1 point of damage a round. Half this amount if the vampire is in cloudy conditions or at twilight. A vampire destroyed by sunlight (or spells like sunburst) does not assume gaseous form.

The Hunger (Ex): A vampire must feed on blood daily, typically via their blood drain attack. A vampire must ingest no fewer than 4 Constitution points of blood per day. For each day this requirement is not met, the vampire suffers one negative level (to a minimum of 1 HD) and its powers are reduced as though it lost one age category (to a minimum of newborn). For each day the vampire ingests the minimum requirement of blood, one lost level and age category are restored. If the vampire ingests bloods from other sources, such as animals or fresh corpses, they gain only 1/2 the normal amount of Constitution points they would otherwise get.

Turn Resistance (Ex): A vampire has turn resistance equal to twice its age category.

Saves: Same as the base creature adjusted for ability increase.

Abilities: A vampires gains ability bonuses according to the table below. As an undead creature, a vampire has no Constitution score.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes as bonus feats, assuming the base creature meets the prerequisites and doesnâ,¬,,¢t already have these feats. Eminent and older vampires also gain Epic Reflexes, Improved Combat Reflexes and Superior Initiative.

Challenge Rating: As base creature +2, plus an additional +1 at the young, eminent, and primal ranks.

Alignment: Always evil (any)

Advancement: Same as the base creature.


[table=Vampire Age Categories]
[tr][th]Age[/th][th]Abilities[/th][th]Con Drain[/th][th]Resistances and Immunities[/th][th]DR[/th][th]Salient Abilities[/th][/tr]
[tr][td]Newborn (0-50)[/td][td]Str +6, Dex +4, Int +2, Wis +2, Cha +4[/td][td]2[/td][td]Cold and electricity resistance 10[/td][td]DR 10/magic and silver[/td][td]0[/td][/tr]
[tr][td]Young (50-200)[/td][td]Str +8, Dex +6, Int +2, Wis +2, Cha +6[/td][td]3[/td][td]Cold and electricity resistance 15[/td][td]DR 15/magic and silver[/td][td]1[/td][/tr]
[tr][td]Elder (200-500)[/td][td]Str +10, Dex +6, Int +4, Wis +4, Cha +6[/td][td]4[/td][td]Cold and electricity resistance 20, acid resistance 5[/td][td]DR 15/ good and silver[/td][td]2[/td][/tr]
[tr][td]Eminent (500-1000)[/td][td]Str +12, Dex +8, Int +4, Wis +4, Cha +8[/td][td]6[/td][td]Cold and electricity immunity, acid resistance 10[/td][td]DR 15/epic, good and silver[/td][td]3[/td][/tr]
[tr][td]Ancient (1000+)[/td][td]Str +14, Dex +8, Int +6, Wis +6, Cha +8[/td][td]9[/td][td]Cold and electricity immunity, acid resistance 15, fire or sonic resistance 5[/td][td]DR 20/epic, good and silver[/td][td]5[/td][/tr]
[tr][td]Primal[/td][td]Str +16, Dex +10, Int +6, Wis +6, Cha +10[/td][td]12[/td][td]Cold and electricity immunity, acid resistance 20, fire or sonic resistance 10[/td][td]DR 25/epic, good and silver[/td][td]7[/td][/tr][/table]

limetom

Next, vampire sailent abilities, also reprinted with permission from Dicefreaks.

Aquatic (Ex)
The vampire has grown fishlike over the centuries.
Prerequisites: Elder or older.
Benefits: The vampire gains a swim speed equal to its land speed and gains the ability to cross running water freely and without risk of damage.

Aura of Desecration (Su)
The vampire's unholy prescence bolsters undead, and has ill effects on holy items, plants, and water nearby.
Prerequisites: Eminent or older, Godless, Stain on Nature, Cha 21+.
Benefits: The vampire's presence has all the affects of a nightshade's descrecating aura. However, it extends for 10 ft. times their rank times their Charisma modifier. In addition, all holy symbols within this radius combust, melt, shatter, bend in half, or are otherwise somehow destroyed, rendering them useless for turn attempts, as spell foci, or other uses. If a holy symbol was enchanted, it is entitled to a Fortitude save to avoid this effect. All non-sentient plants within the radius wither and die; sentient ones must make a Fortitude save or die. All water within this radius freezes solid. This evil aura frightens animals; untrained animals flee if possible or attack if cornered, while trained animals are skittish and unresponsive. All Handle Animal checks within the aura's radius suffer a -10 penalty.

Bloodthirsty (Ex)
The vampire's bire is more draining than most
Prerequisites: Improved Natural Attack (bite)
Benefits: The vampire deals 3 additional points of Con damage on a successful blood drain attempt. This salient ability can be taken more than once.

Clawed (Ex)
The vampire has developed clawed hands over the centuries.
Prerequisites: Elder or older.
Benefits: The vampire gains 2 claw attacks which deal damage as per the table below.

[table=Claws]
[tr][th]Size[/th][th]Damage[/th][/tr]
[tr][td]Fine[/td][td]1[/td][/tr]
[tr][td]Diminutive[/td][td]1d2[/td][/tr]
[tr][td]Tiny[/td][td]1d3[/td][/tr]
[tr][td]Small[/td][td]1d4[/td][/tr]
[tr][td]Medium[/td][td]1d6[/td][/tr]
[tr][td]Large[/td][td]1d8[/td][/tr]
[tr][td]Huge[/td][td]2d6[/td][/tr]
[tr][td]Gargantuan[/td][td]3d6[/td][/tr]
[tr][td]Colossal[/td][td]4d6[/td][/tr][/table]

Command Undead (Su)
The vampire can force lesser undead into subserviance.
Prerequisites: Wis 21+.
Benefits: The vampire may rebuke/command undead as an evil cleric of its HD.

Dark Blessing (Ex)
The vampire is utterly evil, and its ties to the negative energy plane protect it.
Prerequisities: Elder or older, Cha 21+.
Benefits: The vampire may add it's Charisma modifier to all saving throws. This does not stack with the blackguard ability of the same name.

Energy Drain (Su)
The vampire's strong ties to the negative energy plane allow it to drain life from its victims.
Benefits: The vampire gains a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampireâ,¬,,¢s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. Living creatures hit by a vampireâ,¬,,¢s slam attack (or any other natural weapon the vampire might possess) gain one negative level per rank. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

[table=Slam]
[tr][th]Size[/th][th]Damage[/th][/tr]
[tr][td]Fine[/td][td]1[/td][/tr]
[tr][td]Diminutive[/td][td]1d2[/td][/tr]
[tr][td]Tiny[/td][td]1d3[/td][/tr]
[tr][td]Small[/td][td]1d4[/td][/tr]
[tr][td]Medium[/td][td]1d6[/td][/tr]
[tr][td]Large[/td][td]1d8[/td][/tr]
[tr][td]Huge[/td][td]2d6[/td][/tr]
[tr][td]Gargantuan[/td][td]3d6[/td][/tr]
[tr][td]Colossal[/td][td]4d6[/td][/tr][/table]

Flight (Su)
The vampire can levitate and fly through willpower alone.
Prerequisites: Eminent or older
Benefits: The vampire gains a fly speed of 50 ft.(perfect).

Frightful Presence (Su)
The vampire can unsettle mortals when it attacks, gestures, or even smiles.
Prerequisities: Cha 23+.
Benefits: The vampire gains the frightful presence ability, as described in the Monster Manual. As stated above, the trigger varies depending on the vampire.

Godless (Ex)
The vampire can ignore the effects of holy items.
Prerequisites: Wis 21+.
Benefits: The vampire may now physically attack someone displaying a holy symbol. It takes half damage from the touch of holy symbols or holy water, and it's turn resistance is doubled. Once it reaches the eminent age category, it takes only one point of damage from holy symbols or holy water, and it's turn resistance is tripled rather than doubled.

Hypnotic Vapor (Su)
The vampire's gaseous form has hypnotic powers.
Prerequisities: Cha 21+.
Benefits: The vampire can use its dominate ability while in gaseous form. To the target, the gaseous vampire appears to roil in a soothing, hypnotic pattern, while colors shimmer in its nebulous, misty form. Only the target perceives these changes in the vampire's gaseous form. All the normal rules for the domination power apply.

Improved Domination (Su)
The vampire can dominate foes simply by speaking to them.
Prerequisities: Elder or older, Cha 25+.
Benefits: The vampire can now command by voice as well as gaze. It does not require line of sight to the target, but the target must be able to hear the vampire's voice. The range of this ability extends to 10 times the vampire's rank times its Charisma modifier. The vampire can effect a number of opponents per round equal to its rank. Victims of its domination power are not freed of the vampire's control during daylight hours; the vampire can verbally command any creature in its thrall even in direct sunlight.

Light Sleep (Ex)
Unlike most vampires, this vampire is not helpless during daylight hours.
Prerequisities: Young or older, Wis 21+.
Benefits: The vampire must still rest during the day, but can be awakened by ambient noise or motion (taking the normal -10 penalty to Listen checks when sleeping), and is definitely awakened by any attack.

Master of the Night (Su)
The vampire is a true master of the world and it's creatures.
Prerequisites: Elder or older, Wis 21+, Cha 23+
Benefits: The vampire may summon twice the normal alloted amount of children when using its Children of the Night ability.

Pillage of Blood (Su)
The vampire has learned to draw the blood from its targets at range.
Prerequisites: Ancient or older, Scent, Flight, Stain on Nature.
Benefits: The vampire can make a ranged touch attack with a range of 60 ft. once per round, dealing blood drain damage as per a vampire two age categories younger. The vampire's body becomes stiff, reducing their base movement by 1/2 of their total.

Powerful Personality (Ex)
The vampire has a commanding personality and a way with words.
Prerequisites: Cha 23+.
Benefits: The vampire gains a +8 racial bonus to Diplomacy and Intimidate checks.

Regeneration (Ex)
The vampire can reattach or regrow lost body parts.
Prerequisities: Elder or older, Cha 21+.
Benefits: The vampire can reattach any lost limb or body part (save for its head) instantly, by holding it to the stump. Otherwise, it regrows on its own in 1d4 rounds. This regrowth is negated if the vampire has been staked through the heart - however, it reactivates if the stake is removed and the body has not been destroyed.

Ressurection (Ex)
The vampire is notoriously difficult to slay.
Prerequisities: Eminent or older.
Benefits: The vampire can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the base creature was born). The only way to make sure that the vampire does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire can regenerate in a week if the ashes are placed inside one of its places of rest.

Scent (Ex)
The vampire has a keen sense of smell.
Prerequisites: Wis 21+.
Benefits: The vampire gains the Scent feat.

Seductive (Ex)
The vampire is intensly sexually magnetic.
Prerequisites: Cha 25+
Benefits: Hetrosexuals of the opposite sex, homosexuals of the same sex, and bisexuals take a penalty to all Will saves against the vampire's special abilities equal to the vampire's Charisma modifer.

Spell-Like Abilities (Sp)
The vampire has developed a number of magical powers to manipulate its surroundings.
Prerequisities: Elder or older, Int 15+.
Benefits: The vampire may use control weather and telekinesis at will as a sorcerer of its own HD.

Spell Resistance (Su)
The vampire has grown resistant to magic.
Prerequisites: Eminent or older, Cha 25+.
Benefits: The vampire aquires Spell Resistance equal to 13+HD.

Stain on Nature (Su)
The vampire's mere existance is harmful to plants.
Prerequisites: Elder or older
Benefits: The vampire's presence slays all non-sentient plants within 20 feet. It is no longer affected by white roses, garlic or wolfsbane. Sentient plant creatures must make a Fortitude save (DC 10 + 1/2 vampire's HD + vampire's Charisma modifier) or die.

Sunlight Resilience (Ex)
Unless properly destroyed, the vampire can recover from sunlight destruction.
Prerequisites: Elder or older, Wis 21+, Cha 23+.
Benefits: When destroyed by sunlight, the vampire seems to die, but unless the body is disposed of (through staking it, decapitating it, then filling the mouth with holy wafers), it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.

Telepathic (Sp)
The vampire can communicate telepathically.
Prerequisities: Int 21+.
Benefits: The vampire gains 100 ft. telepathy, and can use detect thoughts at will as a sorcerer of its own HD.

Translocation (Sp)
The vampire may move from place to place without traversing the spaces between them.
Prerequisites: 60 ft. speed, Dex 25+.
Benefits: The vampire may use dimensional door at will as a move-equivalent action. His caster level is equal to his HD.

Winged (Ex)
The vampire has, over the centuries, developed immense, bat-like wings.
Prerequisites: Elder or older, Wis 21+.
Benefits: The vampire gains a fly speed of 30 ft. (good) and gains a wing buffet attack that inflicts damage according to the table below:

[table=Wing Buffet]
[tr][th]Size[/th][th]Damage[/th][/tr]
[tr][td]Fine[/td][td]0[/td][/tr]
[tr][td]Diminutive[/td][td]1[/td][/tr]
[tr][td]Tiny[/td][td]1d2[/td][/tr]
[tr][td]Small[/td][td]1d3[/td][/tr]
[tr][td]Medium[/td][td]1d4[/td][/tr]
[tr][td]Large[/td][td]1d6[/td][/tr]
[tr][td]Huge[/td][td]1d8[/td][/tr]
[tr][td]Gargantuan[/td][td]2d6[/td][/tr]
[tr][td]Colossal[/td][td]3d6[/td][/tr][/table]

limetom

On to my work.  This is my version of the half-vampire, called by its Romanian name, the dhampir.

Not much in the flavor department as of yet, but I'll get to it... eventually.

[table=Dhampir Racial Traits]
[tr][td]+2 Str, +2 Dex, +2 Con, +2 Cha: Dhampir are stronger, more agile, tougher, and more charismatic than beings of other races. In addition to these scores, dhampir gain the ability scores of the parent race.[/td][/tr]
[tr][td]Size: Dhampir are whatever size their parent race is.[/td][/tr]
[tr][td]Dhampir base land speed is whatever their parent race's is.[/td][/tr]
[tr][td]Blood Drain (Ex): If a dhampir wins at a pin in a grapple, they can drain blood from their opponent with a successful opposed grapple check. They deal 1 point of Constitution damage and gain 1 temporary hit point.[/td][/tr]
[tr][td]Dhampir take a -4 penalty to Dipolmacy checks.[/td][/tr]
[tr][td]Dhampir gain a +4 racial bonus to to Listen, Search, and Spot checks.[/td][/tr]
[tr][td]Additional Racial Traits: If a dhampir's parent race would normally get darkvision, low-light vision, or "Blood" abilities (Elven Blood, Orc Blood, etc.), they also possess these.[/td][/tr]
[tr][td]Level Adjustment: +2[/td][/tr][/table]

Dhampir only possses the racial traits of their non-vampiric parent. The vampire only passes down its own undead traits.

limetom

Next, the dhampir paragon.  

[note=Medium Save]This makes use of the medium save.  If you do not want to complicate things by using a medium save, simply use the poor save in its place.[/note]

Dhampir Paragon

Alignment: Any
Hit Dice: d8

[table=Dhampir Paragon]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special[/th][/tr]
[tr][td]1[/td][td]+1[/td][td]+0[/td][td]+2[/td][td]+1[/td][td]Fast movement, resist mind-affecting effects[/td][/tr]
[tr][td]2[/td][td]+2[/td][td]+0[/td][td]+3[/td][td]+2[/td][td]Fortification (10%)[/td][/tr]
[tr][td]3[/td][td]+3[/td][td]+1[/td][td]+3[/td][td]+2[/td][td]Ability boost (Str +2)[/td][/tr]
[tr][td]4[/td][td]+4[/td][td]+1[/td][td]+4[/td][td]+2[/td][td]Enhanced blood drain[/td][/tr]
[tr][td]5[/td][td]+5[/td][td]+1[/td][td]+4[/td][td]+3[/td][td]Ability boost (Cha +2)[/td][/tr][/table]

Class Skills
The dhampir paragonâ,¬,,¢s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Higher Levels: 4 + Int modifier.


Class Features
All of the following are class features of the dhampir paragon.

Weapon and Armor Proficiency: Dhampir paragons are proficient with all simple weapons and with light armor.

Fast Movement (Ex): At 1st level, a dhampir paragonâ,¬,,¢s land speed increases by +10 feet. This benefit applies only when he is wearing light or no armor, and not carrying a medium or heavy load.

Resist Mind-Affecting Effects (Ex): A 1st level dhampir paragon gains a +2 resistance against all mind-affecting effects.

Fortification (Ex): At 2nd level, a dhampir paragon gains a 10% chance to negate a critical hit or sneak attack and have the damage instead rolled normally.

Ability Boost: At 3rd level, a dhampir paragon gains a +2 racial bonus to Strength.  At 5th level, a dhampir paragon gains a +2 racial bonus to Charisma.

Enhanced Blood Drain: At 4th level, a dhampir paragon's blood drain ability deals 1d4 points of Constitution damage.  With each successful blood drain, the dhampir paragon gains 5 temporary hit points.


Dhampir Prestige
I haven't got to this yet.

brainface

QuoteOn to my work. This is my version of the half-vampire, called by its Romanian name, the dhampir.
"Blood" abilities (Elven Blood, Orc Blood, etc.), they also possess these.[/quote]Additional Racial Traits: If a dhampir's parent race would normally get darkvision, low-light vision, or "Blood" abilities (Elven Blood, Orc Blood, etc.), they also possess these.[/quote]clearly better[/i] than human dhampir. Why not just give them all darkvision?



"The perfect is the enemy of the good." - Voltaire

limetom

Quote from: brainfaceDoesn't Elf Blood just mean you have the elf subtype? (that is, half-elfs are humanoid (elf), not humanoid (half-elf) or humanoid (human).) Shouldn't this pertain to all dhampirs? Human dhampirs would be humanoid (human), halfing(??) would be humanoid (halfling), etc.?
I'm not sure i like that. it makes half-orc dhampir clearly better than human dhampir. Why not just give them all darkvision?[/quote]

Since when is darkvision a game killing abiltiy?  

I didn't explain it thuroughly below, so I'l say it now.  Dhampir only gain racial abilities from the non-vampire parents.  They gain only the vampiric traits listed in the racial abilities.

I roughly based the dhampir off of the dragonborn.

brainface

QuoteNo, the blood abilities allow you to act as if you had the subtype without actually having it.
Since when is darkvision a game killing abiltiy?[/quote]Dhampir only possses the racial traits of their non-vampiric parent.[/quote]stupid[/i], and i recant it.
"The perfect is the enemy of the good." - Voltaire

limetom

To be absolutely specific...

Dhampir take on the ability scores of their parent race.  If their parent race has "unbalanced" ability scores, add an additional +1 to the dhamipr's level adjustment.

Dhampir take on the size of the parent race or gain the powerful build trait, which ever is aplicable.

Dhampir take on the speed of the parent race, including the dwarf's special bonuses.

Dhampir gain darkvision or low-light vision if the parent race possesses it.

Dhampir gain the same racial bonuses to saving throws as their parent race.

Dhampir gain superficial features of their parent race.

Dhampir do not gain any other abilities from their parent race.

Xathan

So what would be the LA on a drow Dhampir? Your ability scores would be alot more unbalanced than a mere LA +2, but you would also loose Spell Resistance, Spell Like Abilities, etc.
AnIndex of My Work

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It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Túrin

Just taking a quick look here. What does the Primal age category entail? It has no listed age requirement, so how do you become a Primal vampire? Also, what's the (possibly scaling) level adjustment on a vampire?
Túrin
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

limetom

Quote from: Xathan, Last Of The FallenSo what would be the LA on a drow Dhampir? Your ability scores would be alot more unbalanced than a mere LA +2, but you would also loose Spell Resistance, Spell Like Abilities, etc.

I added my answer into the above post.

limetom

Quote from: TúrinJust taking a quick look here. What does the Primal age category entail? It has no listed age requirement, so how do you become a Primal vampire? Also, what's the (possibly scaling) level adjustment on a vampire?
Túrin

The Primal age category is supposed to be the original vampire.  Only one or two of these should exist.  You really don't become a primal vampire.  Deities and certian cosmic entities, like Orcus, can create primal vampires.

As for the level adjustment, it was never worked out.  I'll get back to you on that one.

Xathan

QuoteDhampir take on the ability scores of their parent race. If their parent race has "unbalanced" ability scores, add an additional +1 to the dhamipr's level adjustment.

That's rather ambiguous, IMO. For example, some people argue that a +2 to a mental ability score is always a +1 LA, while others (such as myself), believe that is not inherently unbalanced. Is it just DM discretion?
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

limetom

Quote from: Xathan, Last Of The FallenThat's rather ambiguous, IMO. For example, some people argue that a +2 to a mental ability score is always a +1 LA, while others (such as myself), believe that is not inherently unbalanced. Is it just DM discretion?

DM discresion.