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Subject: Vampires

Some time back I was going to alter the D and D system of races to
make each into a sort of "class" so that a character could advance
both in their profession and their race. This would open lots of
"monster" races up to player characters and allow for more diversity
among encountered beings. All of these races would start out on a low
power level before working up same as a class. A character ussing
one of these races would off set the bonus of having the races
abilities and powers have by a higher exp total to meet for each
level of advancement (exp. as with a Mulit-classed character would
be split evenly among the race and any classes. This would give
explination to a problem that I have with long lived races such as
elves advancing through the class level at the same speed as humans.
The only race that I ever did was the Vampire. I present it for any
who are intrested.
 
The Vampire:
Requirements:
Str 13, Int 10, and Cha 16
Characteristic Increase:
+1 Str per 2 weapons proficiencies gained after initial
+1 Dex per 5 levels if Wizard or Preist, per 4 levels if Warrior,
           per 3 levels if Rogue
+1 Int per 100 years of existance
+1 Wis per 250 years of existance
 
Hit Points:
1d8 per level to 8th and then +3 pts per level beyond. Con Bonus do
not apply to the Vampire's Hit Points. Nor does a Vampire gain a Con
Bonus when calculating the Hit Points of their other class(s).
 
Number of Attacks per Round:
1 for 1 or as per their other class with the option of bitting for 1d6.
 
Exp per Level:
Same as a Wizard (all exp must be halved between the Vampire class
and the character's other class)
Base Armor Class:
10 initialy -1 per 5 levels to a max base AC of 0.
 
Saving Throws:
As per the character's other class.
 
Weapons and Armor usable:
 
As per the character's other class.
 
Alignment:
Any Evil with NE as the rarest.
 
Abilities and Restrictions:
-To become a Vampire a System Shock check must be made or the
 character just dies. A similar check is made each time the
 Vampire is to advance a level. Failure of this roll causes the
 character to drop to half way above the last attained level.
-The Vampire has two forms a "normal" form and a Vamperic form.
 It takes one round to enter or emerge from the Vamperic form and
 it can only be done be done at night. In the
 following the asterisked powers and abilities can only be used
 in Vamperic form. When in Vamperic form that character casts
 no reflection and direct sunlight causes 3 pts. of damage per
 round.
-A Vampire must drink the blood of one human sized creature per
 per week per 2 levels of experience in the Vampire class with no
 more that one feeding necessary per night. If feedings are missed
 the Vampire begins to show its true age and corpse like visage.
 Further 3 hp are lost per feeding beyond the first that has been
 missed to a minimum of 1 hp. These are recovered instantly when
 next the Vampire feeds.
-When ever a Vampire sees blood there is a chance that he or she
 will enter into a blood lust and revert to Vampiric form against their
 will. (This can only happen durring the times when a character
 can make the change for the moment only at night.) A Vampire can
 resist the change with a Con/- roll (modified -3 per missed feeding,
 +? for recent feeding DMO) Bloodlust forces the Vampire into a feeding
 frenzy when it must feed. Durring a Bloodlust the Vampire acts as
 though it were one level higher as a vampire in all reguards. To get
 out of a Bloodlust the Vampire must roll Con and Int check, or come
 out of it naturaly after gorging itself on the blood of 1d4 + 1
 human sized beings. (The Vampire will go after any one around to get
 this blood.) Vampires need no other sustinance than blood though
 they can eat "normal" food if they wish.
-Direct light causes a Vampire sever pain and minuses to hit while in
 either form:
 Sunlight causes -4 to hit, Lamplight -3, Torch or Candle light -1
 
-A Vampire must be invited to cross the thresh-hold of the race which
 it used to be. A human Vampire would need to be invited into the
 a human home. If the Vampire is not invited in he or she will be power
 -less to harm those under that roof.
 
-Vampirers do not like running water and will avoid it if at all
 possible, full immersion causes 1 Hp per level reguardless of what
 form the Vampire is in.
 
-The great enemy of the Vampire is fire which does +1 pt of damage
 per die to them. Further their save vs. any sort of fire is at -3.
 A Vampire if he or she regenerates will regain Hp lost to fire at
 half normal rate.
 
-A vampire may be killed with a stake through the heart but with its
 removal the Vampire can again return to plague the living if it is
 regenerating. (see below) It is DMO on permanent destroyers of Vampires.
 
-Animals sencing the aura of death about the Vampire will react badly
 when in their pressence.
 
Abilities by Level:
Level 1:
-1 damage from cold (Negates half damage at max, -1 per 3 levels)
-1 damage from electricity (Negates half damage at max, -1 per 5
   levels) *
-1 damage from posion (-1 per level)
+1 Save vs. Sleep Spells (+1 per level when Save is automatic
   Sleep Spells no longer effect the Vampire)
+1 Save vs. Posion (+1 per 2 levels)
+1 Save vs. Death Magic (+1 per 4 levels when Save is automatic
   Death Magic no longer effects the Vampire)
Immunity to disease
Infravision at range 30' (+10' per level to max of 100')
 
Level 2:
+1 Save vs. Charm Spells (+1 per level when Save is automatic Charm
   Spells no longer effect ehe Vampire)
Need not Sleep
Magic Resistance 1% (+1 per 3 levels max of 50%) *
 
Level 3:
Ultravision at range 30' (+10' per level to max of 100')
Eyes turn red *
Summon 1d4 Rats under the Vampires control (+1d4 per level) *
Effects undead as an evil cleric of two levels lower *
 
Level 4:
+1 Save vs. Mind Effecting Spells (+1 per 2 levels)
Touch of the Vampire causes 1 pt of damage *
 
 
Level 5:
May enter into Vamperic form 1 hour before full darkness and one
 hour after dawn.
-1 damage from normal (non-silver) weapons (-1 per 3 levels) *
 
Level 6:
Touch of the Vampire causes 1d2 pts of damage *
The Vampire may enter into a regenitive sleep in which any damage
 to the Vampire is healed though this will take a very long time,
 as ruled by the DM. Durring this sleep the Vampire is unable
 to awaken or defend itself.
The Vampire is no longer effected by fatigue.
The Vampire need not breath.
 
Level 7:
Shapeshift into a rat and back once per day (+1 per 5 levels
 to max of 5 times per day) *
May enter into Vamperic form 2 hours before and after darkness.
Summon 5d4 Rats (+1d10 per level to max +8d10) *
 
Level 8:
Touch of the Vampire causes 1d3 damage *
The Vampire does not bleed.
+/-1 Cha for the Vampires in relations with one person (+/-
     1 per 2 levels, +1 person per 5 levles to max henchmen) *
 
Level 9:
May enter into Vamperic form 3 hours before and after darkness.
Detect Good at range 10' (+5' per 2 levels to max of 40')
1 pt Regeneration per turn with in two hours of feeding.

Level 10:
The touch of the Vampire causes 1d4 damage *
Sunlight causes only 2 pts of damage per round (-1 per 10 levels)
 
Level 11:
Touch of the Vampire cuases 1/2 life level drain *
May enter into Vamperic form 4 hours before and after darkness.
Summon 1d4 Bats under the Vampires control *
Read Alignment 10' Range (+5' per 3 levels max of 30')
 
Level 12:
Touch of the Vampire causes 1 life level drain.
Cause fear as the spell at the vampirers level with glance 1 time
 per day (+1 time per day per 2 levels) *
 
Level 13:
May enter into Vameric form at any other time that noon.
1 pt of regeneration per turn
Save vs. Spells to negate turning *
+1 pt of regeneration per turn for up to 2 hours after feeding.
Summon 1d6 Bats under the Vampires control *
 
Level 14:
Touch of the Vampire causes 1 life level drain +1 pt damage (the
 progresstion repest its self adding one life level drain to tha
 same effect as level 4, 1 life level + 1d2 damage at level 6 etc
 to a max of 2 life levels drained +1d4 damage at level 30) *
Fly 1 turn per day (+1 turn per level) *
-1 damage from silver weapons (-1 pt per 3 levels)
 
Level 15:
May enter into Vamperic form at any time.
Summon 1d8 Bats under the Vampires control *
Shapeshift into a Bat and back one time per day (+1 time per 3
 levels max 5 times per day) *
Desolid State 1 turn per day (+1 turn per level) *
 
Level 16:
Summon 1d10 Bats under the Vampires control (+1d10 per level to
 max of 20d10) *
Regenerate 1 Hp per 5 done in feeding or life level drain *
 
Level 17:
Hypnosis as per the spell with eye contact (DMO) 1 time per day
 (+1 time per 6 levels) *
 
Level 18:
Save vs. Spells for 1/2 damamge from Holy water
 
Level 19:
Summon 1d4 wolves under the Vampires control (same escliation as Bats) *
See invisible 5% (+5% per level max 50%) *
 
Levle 20:
+1 Magical Weapons needed to hit (+1 per 10 levels max +4)
 
Level 22:
Cause Fear 10' Radius 1 time per day *
 
Level 25:
Shape shift into a wolf and back one time per day (+1 time per 3
 levels max of 5 times per day)
Can create other Vampires up to max henchmen.