Vampire lord template pathfinder
Mistah J First Post. These myths give such creatures many names, but they are generally known as: a vampire lord. Exceedingly rare, vampire lords are hardly ever seen or even recognized, for they posses little of the weaknesses known so well of their lesser brethren. They move among the mortal races, ever gaining power and influence in which to control those around them.
Combined with their incredible power, they are the undisputed leaders of the vampire world. In order to become a vampire lord, a candidate must first exist as a regular vampire for over years.
Only full blooded vampires may be counted for this requirement, vampire spawn that are created are not. A typical vampire lord concerns itself with controlling its territory often from behind the scenes. The acquisition of wealth and opulence is second only to its desire to ever increase its power base.
Vampire lords are usually brilliant masterminds with domineering personalities and are wholly arrogant. A vampire lord usually has a large host of undead servants that are headed up by their own personal vampire slaves. Their sense of superiority prohibits them from voluntarily serving under another, even another vampire lord, and though alliances can be made they are usually short lived due to treachery.
Even if completely isolated, their considerable strengths and few weaknesses make them dangerous combatants. Before using any of their unique capabilities, a vampire lord seems to be nothing more than a regular vampire, albeit, one that possesses a bit more cunning and perhaps a slightly keener, more feral look.
Legends say that there exist vampire lords so old that they have lost even more of their mortal look, becoming inhumanly gaunt and monstrous in appearance. However, because of its Alternate Form ability see below , a vampire lord can choose to appear as it did in life and usually does so to hide in the presence of those who do not know its true nature.
Vampire lords speak any languages they knew in life or learned as a vampire. Creating a Vampire Lord Vampire lord is a template that can be applied to any humanoid or monstrous humanoid creature that has already had the vampire template applied to it hereafter referred to as the "base vampire". The creature uses all the special abilities of the base vampire, except as noted below.
Attacks: Same as base vampire. Special Attacks: A vampire lord retains all the special abilities of the base vampire, except as modified below, and also gains those noted below. Domination Su : As base vampire, except that a vampire lord can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level.
Energy Drain Su : As base vampire, but a living creature hit by a vampire lord's slam attack takes 3 negative levels. Special Qualities: The vampire lord retains all the special qualities of the base vampire, except as modified below, and gains those listed below. Alternate Form Su : A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid.
Vampire lords can cross over or through running water with no impediments. They are not harmed in any way by immersion in running water. A vampire lord is not as vulnerable to sunlight as a normal vampire , and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks , saves , and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its domination power are not freed of the vampire lord's control during daylight hours; the vampire lord can verbally command any creature in its thrall even in direct sunlight.
Spells that produce sunlight effects cannot harm a vampire lord; only direct light from the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.
A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature's damage reduction. The only way to make sure that a vampire lord 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 lord can regenerate in a week if the ashes are placed inside one of its places of rest. Vampire Lord 3. Jump to: navigation , search. Vampire Lord [ edit ] In the machinations of vampires , the undead creatures vie against the living and against each other.
Creating a Vampire Lord [ edit ] Vampire lord is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least 10 that has already had the vampire template applied to it hereafter referred to as the "base vampire ". Vampire Lord Weaknesses [ edit ] Vampire lords have far fewer weaknesses than normal vampires , a benefit of their quest for power.
Categories : 3. Evil Alignment. Views Page Discussion Edit History. Personal tools Talk Contributions Create account Log in. If it pins the foe, it drains blood, dealing 1d6 points of Constitution damage each round it maintains the pin. The dread vampire heals 5 hit points or gains 5 temporary hit points for 1 hour up to a maximum number of temporary hit points equal to its full normal hit points each round it drains blood.
A dread vampire can command the lesser creatures and undead of the world. Three times a day, as a standard action , a dread vampire can summon creature a of the animal , vermin , or undead type.
Each creature summoned must have an Intelligence score of 2 or lower. Summoned creatures arrive in 2d6 rounds and serve the dread vampire for up to 1 hour. Dread vampires can create spawn only if their victims are kept in coffin homes until they rise.
A coffin home can be any container capable of accommodating the corpse. When a dread vampire wants to make a specific creature its spawn, however, it often places the body in a specifically designed receptacle, such as an iron box.
A vampire or dread vampire created in this manner is under the command of its creator as dominate monster and remains so until either it or the creator is destroyed. At any given time, a dread vampire may have enslaved vampires or dread vampires totaling no more than three times its own Hit Dice ; spawn created that exceed this limit rise as free-willed vampires or dread vampires. A dread vampire enslaved to its creator may create and enslave spawn of its own; thus, a master dread vampire can indirectly control a large number of lesser vampires.
A dread vampire may voluntarily free an enslaved vampire or dread vampire in order to enslave a new one, but once freed, the former spawn cannot be enslaved again. The ability has a range of 30 feet and is a mind-affecting effect. The save DC is Charisma-based. All DCs are Charisma-based. As a standard action , a dread vampire can assume the shape of any kind of creature it can summon with its children of the night ability as the polymorph spell.
While in its alternate form, the dread vampire loses its dominate ability, but it retains all other special attacks and special qualities granted by the template and gains the natural attacks and extraordinary abilities of its new form. The dread vampire can remain in that form until it assumes another or until the next sunrise.
As a standard action , a dread vampire can assume gaseous form at will caster level 5th , but can remain gaseous indefinitely and has a fly speed of 40 feet with perfect maneuverability. As a standard action , a dread vampire can assume the form of a swarm of creatures of any animals , vermin , or undead with the swarm subtype allowed by its children of the night ability.
Thought by many to be bearers of an ancient strain of vampirism, nosferatu possess many traits common to vampires, yet notably lack the immortal youth and vigor of other breeds.
With strange similarities to and powers over beasts and vermin, these reclusive, withered vampires typically avoid interactions with the living except those who fall victim to their eerie powers of mind control. Yet, despite their age and dreadful manipulations, nosferatu are a waning breed, with none known to be able to pass on their monstrous curse and thus create more of their kind.
Bestial creatures, vrykolakas lack all the pride, romanticism, and seductive qualities of other vampiric breeds. Similar to ghouls yet far more cunning, these animalistic, shape-changing corpses rise from their graves by night to haunt the living and spread a terrifying, life-draining disease. Bereft of numerous vampiric weaknesses, they prove notoriously difficult to kill and can easily scour the life from overconfident hunters or entire unwary communities. Just as various breeds of vampires exist, so too does diversity exist within regional or otherwise related groups of such undead.
A vampire with this ability transformed into one of the undead at a very young age, and has been trapped within an adolescent body for an existence possibly measuring in centuries.
Vampires with this ability can have a number of enslaved spawn totaling four times its total Hit Dice. In addition, the vampire chooses one of the following three abilities: clairaudience, clairvoyance, or telepathy. Depending on the ability chosen, the vampire can hear what its spawn hears, see what it sees, or communicate telepathically with it.
The vampire may exercise or end its use of this ability as a standard action and maintain its connection to its spawn for as long as it wishes.
A vampire may only use this ability with one spawn at a time. The vampire and vampire spawn must be on the same plane for this ability to function. While using this ability, the vampire enters a catatonic state similar to its daily rest and is treated as helpless , though it is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls its body.
A vampire with this ability possesses an ancient and legendary bloodline. This ability provides a vampire a measure of resistance against sunlight. On the second and all later rounds of exposure to direct sunlight, the vampire takes damage equal to one-third of its maximum hit points and is destroyed if this brings it to 0 hit points.
The vampire is staggered on any round it is exposed to direct sunlight. As a standard action , a vampire with this ability can change into a bat swarm , centipede swarm , rat swarm , or spider swarm. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons , and extraordinary special abilities of the swarm into which it has transformed.
The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature ith its total number of Hit Dice. A vampire can remain in swarm form until it assumes another form or retakes it original form a standard action , or until the next sunrise. Some vampires find their sanguine urges so irresistible that to resist them would be to invite madness into their own minds. The following optional rules system is for players and GMs who wish to incorporate vampiric hunger into their games.
As unliving things, they technically require no sustenance, and yet ravenousness is often considered a key characteristic of those who walk without life. In truth, this desire is driven not by need, but by psychological greed. For undead , the act of feeding can be likened to that of an addict satiating her inner demon. The basest monsters pursue their addiction to the exclusion of anything else, but vampires and other greater undead are closer to functioning addicts—simultaneously managing their hunger and their more high-minded schemes.
If denied living nectar for too long, however, even the sharpest creatures hurl themselves at whichever warm, soft parts of the living they most covet.
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