Vampire
Basic Abilities
At first level, you receive:
- +1 to Str, Dex, Con, and Cha (modifier, not score)
- Undead
- Unholy: cannot enter a threshold without invitation, nor hallowed ground of any kind. If forced inside, compelled without saving throw to escape at fastest speed.
- Resist (necrotic), vulnerable (radiant)
- You suffer 33% max HP in internal, unavoidable damage each round you spend in running water or sunlight
- When staked in the heart with wood, a vampire is rendered helpless
- When presented with a holy symbol by a faithful mortal, vampire is warded as Turn Undead
- Blood drain: at-will, melee, std; medium piercing damage, plus, if piercing damage is not avoided, 1d4 Con damage. You gain the drained Con as Blood (see below)
At each level, including first, you receive:
- One talent (see below)
- 6 Hit Points
- 1 Mana
- +1 racial bonus to Str, Dex, Con, or Cha (can't repeat adjacent levels)
Blood
You gain an attribute called Blood, representing the amount of life energy you've drained.
- Min value: -5
- Max value: +5
You may use Blood for any ability that specifically requires it, or as follows:
- As a substitute for Mana (1:1)
- At-will, immediate; you heal for 1d10 HP per Blood expended.
Every day, your Blood decreases by 1 automatically, as it sustains your existence.
When your Blood is negative, you suffer a compulsion to feed (rules TBD). Below -5, you lose control of your character and immediately seek sustenance until your Blood is maxed out.
Variants
Vedic Court (Rakshasa)
- You can use Bite as a melee-range action requiring only eye contact. The effect is the same.
- Vulnerability to wood replaced with brass
- Vulnerability to running water replaced with Vulnerable (fire)
Ideas:
- possession
- reaper abilities
- tiger form (shapeshifting in general)
Talents
Every level, you may choose one talent from the below list, as long as you meet any noted prerequisites:
- Vampy Speed: gain +6 to movement.
- Natural Armor: gain a +5 natural armor bonus to AC.
- Alternate Form: you can take the form of a natural animal whose CR doesn't exceed your rank.
- Children of the Night: you can summon an animal whose CR doesn't exceed your rank (or 2 of rank-1, or 4 of rank-2, etc)
- Flock Form: you can take swam form.
- Gaseous Form: at-will, swift; you become mist. You're invulnerable to physical effects and targeted magic, but cannot take actions other than to drift at half your movement speed. Drains 1 Mana per round.
- Mist Defense: you can engage Gaseous Form as a reaction.
- Misty Teleport: at-will, move; you turn into mist, then fly up to 30-ft, then reconstitute (optionally). Costs 1 Mana.
- Spider Climb: you can effortlessly cling to any solid wall or ceiling (as long as it can support the weight)
- Unholy Resistance: you gain Resist to all weapons that are not blessed or silver.
- Super Strength:
- You can wield oversize weapons (scale +1). Improvised weapons (such as dumpsters) are still at a disadvantage to hit, but inflict double damage. Purpose-built oversize weapons (like Buster Swords) are the answer to removing disadvantage.
- Failing a Strength check means partial success, and partial success means success.
- You can use Strength checks to open locks.
- For 1 Blood, you can inflict damage similar to a battering ram.
- Super Strength, rank 2
- Automatically pass all Strength checks that you can beat with a roll of 29 or lower.
- For 1 Strain to Strength, you can inflict damage similar to a medium-sized car crashing at 40 mph. You can effortless inflict damage like a battering ram.
- Super Speed
- [[Dash]]: You can move your normal speed as a free action (max once/rd). Very useful for interrupting.
- [[Zoom]]: As a move action, you can move up to twice your normal speed, without provoking opportunity attacks, or four times normal speed, if moving in a straight line. If you take only this action multiple rounds in a row, your speed compounds (+100% per round) until it reaches 10 times normal.
- Overland travel speed: 120 mph comfortably, 240 mph at a hustle.
Notes
Baseline blood mechanics:
- While engorged, you have fast healing (not necessarily on a combat scale, but much faster than is natural)
- While starved, you are empowered, but unable to control yourself