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Vampire

Vampires retain many of the physical attributes of their mortal self only heightened with an ethereal beauty and dark radiance. A sapient undead that has retained all its knowledge and understanding of its mortal life, Vampires are fairly unique among the undead. This unique quality comes from the realm of Shadow, many arcane scholars and theologians have speculated that Vampirism was created in an attempt to secure immortality. Vampires may be the only quasi mortal creature to claim its heritage from the Realm of Shadow. As such they are distinctly vulnerable to natural light, and tend to only be active in darkness. It is also theorized that Vampirism destroys the mortal soul. When a Vampire is slain, their undead body ceases to function, the question has arisen among many theologians where their soul energy goes upon death. Most seem to agree that the Vampiric need to feed is to actually fuel their undead form devoid of soul, and that when they perish, they enter a true oblivion, as their soul has already been consumed, depriving Eraneth of its life source.

Basic Information

Anatomy

When a Vampire is created they will generally arise as they were before undeath.  However their hair may seem thicker and fuller, their features more fair and in general with an otherworldly beauty.

Genetics and Reproduction

Vampires in general do not reproduce, however some Male Vampires have been known to produce Dhamphirs from Human females. Vampires propagate their lineage thru turning mortals and siring new vampires. To accomplish this the Vampire must drain its new progeny of all its blood, and then have the fading mortal consume some of the prospective sires blood. The mortal will then be laid to rest and in 3 days rise as a Vampire. The turning is not always guaranteed, however the more willing the progeny the more likely their turning will be a success. Newly raised vampires are volatile and violent, they are also however fully under the control of their Sire, allowing vampires to control their new progeny, if they so chose.  All vampires are susceptible to the suggestions and influence of their sire.

Growth Rate & Stages

Vampires tend to accumulate power as they age and consume more mortal blood. 

  1. Arisen:  The first stage of Vampirism is known as the Arisen.  Arisen tend to have severe lack of self control and in these stages are controlled by their emotional impulses(-4 status to all Will saves) and are affected by hunger in half the usual time.  During this stage as well, Arisen are completely at their Sires command, they are compelled and unable to resist orders directly issued by their creator.  Most Vampires will grow out of this early stage in 30-50 years.

  2. Sanguine:  Sanguine or blooded Vampires have learned to control their baser instincts and while still susceptible to their sires influences they are no longer under complete control(-2 circumstance to will saves vs compulsions of their sire).  

  3. Elders:  Elder Vampires have existed for many centuries and will generally reach Elder status somewhere between 700-1000 years as a vampire.  Elder Vampires may attempt to dominate or compel any vampire of the same blood line regardless of directly siring them.

Ecology and Habitats

Vampires generally attempt to co exist in their environment, preferring to control things from the shadows and not draw too much attention to themselves.  They will generally live in Covens with their closest progeny creating blood courts.  In the Rutheni, Vampirism has overtaken the entirety of the Aristocracy where they live lavish lifestyles.

Dietary Needs and Habits

Vampires must feed on the blood of mortals to sustain themselves.  While they can sate themselves with animals this is a poor substitute and will rarely suffice for prolonged periods of time.  A Vampire may go its Con Modifief in days before it suffers penalties from Hunger.  For each day after this, the Vampire must succeed a will save(DC 10+1/2 lvl +1 Per day) or suffer from Hunger.  Feeding on animals prevent the +1 to the DC for each day past their HD limit and can grant a +2 to the will save but can never reset the timer.  Any Vampire that is required to make daily saves that is within 10ft of a helpless target must roll their Hunger Will Save or begin feeding uncontrollably.  Each day a Vampire fails its save and is afflicted by Hunger it incurs a penalty that remains until they feed. 

Genetic Descendants
Origin/Ancestry
The Realm of Shadow
Lifespan
Immortal
Vampiric Curse: You gain the Vampiric Curse having arisen after being exsanguinated by another Vampire. You gain the Vampire trait, and Basic Undead Benefits. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain revulsion and sunlight vulnerabilities detailed in the Vampire Vulnerabilities sidebar and the Drink Blood ability. Your Undead hunger is for the blood of mortals, refer to the vampiric hunger table and rules. You also gain the following benefits and detriments.   Fangs: Drink Blood(1 Act) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within your reach; Effect You sink your fangs into that creature and drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant you more temporary HP.   Cloak of Death: Vampires become incredibly resilient in death, you gain Resistance 10 to physical damage except magical, a weakness to holy.   Necromantic Lineage:  Vampires are able to draw energy from those which die around them. Gain the Deaths Call spell as an innate divine spell that may be cast once per day.   Domination: All Vampires may dominate the feeble minds of mortals, gain Charm as an innate divine spell you may cast once per day per mortal. A vampire may also use this ability on their progeny.   Gestalt: Vampires when they arise may select a second class at level 1. This functions like Dual-Class Variant rules but with a variance in class levels. GMs may allow a Vampire Character to level their second class faster to catch up over time, but this is at GM discretion.   Shadowless: Vampires are the essence of Shadow and as such do not cast a shadow when in light. Any spell or ability that requires shadow may utilize a vampires presence in place of physical shadows.   Sunlight: If exposed to direct sunlight, you immediately become slowed 1. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors   Death: Vampires when reduced to 0 hit points will fall unconscious and gain the dying condition, but they never incur the wounded condition. Vampires have the regeneration 5 ability that can only be thwarted by driving a wooden stake into their heart to halt the fast healing(this takes 3 actions). When a vampire is staked and at dying 3, they must be decapitated to be destroyed for good.   Vampire Feats:
Predatory Claws - Feat 1
COMMONCURSE

Requirements Vampire
Description Gain the Predatory Claws feat.
Vicious Fangs - Feat 5
COMMONCURSE

Requirements Vampire
Description Gain the Vicious Fangs feat.
Coffin Bound - Feat 9
UNCOMMONCURSE

Requirements Vampire
Description Gain the Coffin Bound feat with the following adjustments. If your body has had the steak removed, and is returned to your coffin within the hour, the coffin will work as normal.
Turn to Mist - Feat 13
COMMONCURSE

Requirements Vampire
Description Gain the Turn to Mist feat.
Mist Escape - Feat 17
UNCOMMONCURSE

Requirements Vampire, Turn to Mist
Description Gain the Mist Escape feat.

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