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 The Graveyard Beastiary and Custom Rules

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Number of posts : 16
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Level: Own You Upside Down
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PostSubject: The Graveyard Beastiary and Custom Rules   Wed Feb 27, 2008 1:47 pm

Rules: While in the Graveyard, it is always night time and the darkest hour, 3:00 AM. Races without darkvision will not receive any experience for encounters if they do not roleplay their lack of vision, either by fighting blind or by getting some form of illumination. The Graveyard is the hardest place to level of all the beginning areas and offers something different to the table. Rest assured, encounters here are well rewarded with gold. Any encounter here will be rewarded with Gold equal to the challenge rating multiplied by one hundred. In other words, a CR 3 Encounter will grant 300 gold.
Unfortunately this area is only available to level 10 characters and lower. Parties are suggested, and the gold reward is not split. Enjoy!

For The Creatures That It Applies To, Here Are Some Rules:

Incorporeal Subtype: An incorporeal creature has no physical
body. It can be harmed only by other incorporeal creatures, magic
weapons or creatures that strike as magic weapons, and spells,
spell-like abilities, or supernatural abilities. It is immune to all
nonmagical attack forms. Even when hit by spells or magic weapons,
it has a 50% chance to ignore any damage from a corporeal
source (except for positive energy, negative energy, force effects
such as magic missile, or attacks made with ghost touch weapons).
Although it is not a magical attack, holy water can affect incorporeal
undead, but a hit with holy water has a 50% chance of not
affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a
deflection bonus equal to its Charisma bonus (always at least +1, even
if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects,
but must remain adjacent to the object’s exterior, and so cannot
pass entirely through an object whose space is larger than its own.
It can sense the presence of creatures or objects within a square
adjacent to its current location, but enemies have total concealment
(50% miss chance) from an incorporeal creature that is
inside an object. In order to see farther from the object it is in and
attack normally, the incorporeal creature must emerge. An incorporeal
creature inside an object has total cover, but when it attacks
a creature outside the object it only has cover, so a creature outside
with a readied action could strike at it as it attacks. An incorporeal
creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural
armor, armor, and shields, although deflection bonuses and force
effects (such as mage armor) work normally against it. Incorporeal
creatures pass through and operate in water as easily as they do in
air. Incorporeal creatures cannot fall or take falling damage. Incorporeal
creatures cannot make trip or grapple attacks, nor can they
be tripped or grappled. In fact, they cannot take any physical action
that would move or manipulate an opponent or its equipment, nor
are they subject to such actions. Incorporeal creatures have no
weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard
with Listen checks if it doesn’t wish to be. It has no Strength score,
so its Dexterity modifier applies to both its melee attacks and its
ranged attacks. Nonvisual senses, such as scent and blindsight, are
either ineffective or only partly effective with regard to incorporeal
creatures. Incorporeal creatures have an innate sense of direction
and can move at full speed even when they cannot see.

Undead Type: Undead are once-living creatures animated by
spiritual or supernatural forces.
Features: An undead creature has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit Dice (as wizard).
—Good Will saves.
—Skill points equal to (4 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die, if the undead
creature has an Intelligence score. However, many undead are
mindless and gain no skill points or feats.
Traits: An undead creature possesses the following traits (unless
otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease,
and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or
energy drain. Immune to damage to its physical ability scores
(Strength, Dexterity, and Constitution), as well as to fatigue and
exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence
score, although it can be healed. Negative energy (such as an inflict
spell) can heal undead creatures. The fast healing special quality
works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless
the effect also works on objects or is harmless).
—Uses its Charisma modifier for Concentration checks.
—Not at risk of death from massive damage, but when reduced
to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities.
Resurrection and true resurrection can affect undead creatures. These
spells turn undead creatures back into the living creatures they
were before becoming undead.
—Proficient with its natural weapons, all simple weapons, and
any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or
heavy) it is described as wearing, as well as all lighter types. Undead
not indicated as wearing armor are not proficient with armor.
Undead are proficient with shields if they are proficient with any
form of armor.
—Undead do not breathe, eat, or sleep.

SHADOW
This creature seems to be nothing but a patch of mobile gloom, more or
less humanoid in shape.
Shadows are creatures of sentient darkness, hating life and light
with equal fervor. Their touch bestows the painful chill of nonexistence,
making them very dangerous opponents.
A shadow can be difficult to see in dark or gloomy areas but
stands out starkly in brightly illuminated places.
Natural enemies of all that live, shadows are aggressive and
predatory. They are quick to strike and make short work of those
unprepared to deal with them.
A shadow is 5 to 6 feet tall and is weightless.
Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points
of Strength damage to a living foe. A creature reduced to Strength
0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a
shadow becomes a shadow under the control of its killer within
1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks
and a +4 racial bonus on Search checks.
*A shadow gains a +4 racial bonus on Hide checks in areas of
shadowy illumination. In brightly lit areas, it takes a –4 penalty
on Hide checks.
GREATER SHADOW
Although no more intelligent than an average shadow, a
greater shadow is more fearsome because of its
increased damage and its hit-and-run tactics.
Combat
A greater shadow uses stealth and
cunning in combat. A favorite
tactic is to lie in wait, almost completely
concealed by walls or floor, then swoop out, make an
incorporeal touch attack, and retreat back into a solid object
without allowing a return attack.
Strength Damage (Su): The touch of a greater shadow
deals 1d8 points of Strength damage to a living foe.

SHADOW (Always a gang of 5)
Medium Undead(Incorporeal)
Hit Dice: 3d12(36 HP)
Initiative: +2
Speed: Fly 40ft(good)(8 squares)
Armor Class: 13(+2 Dex, +1 Deflection), touch 13, flat-flooted 11
Base Attack/Grapple: +1/-
Attack: Incorporeal touch +3 melee(1d6 Str)
Full Attack: Incorporeal Touch +3 melee(1d6 Str)
Space/Reach: 5ft/5ft
Special Attacks: Create Spawn, Strength damage
Special Qualities: Darkvision 60ft, incorporeal traits, +2 turn resistance, undead traits
Saves: Fort+1/Ref+3/Will+4
Abilities: Str-/Dex14/Con-/Int6/Wis12/Cha13
Skills: Hide+8(+4 in Dark Areas)/Listen+7/Search+4/Spot+7
Feats: Alertness,Dodge
Organization: Solitary,gang(2-5), or swarm(6-11)
Alignment: Chaotic Evil
Challenge Rating: 3

GREATER SHADOW
Medium Undead(Incorporeal)
Hit Dice: 9d12(108 HP)
Initiative: +2
Speed: Fly 40ft(good)(8 squares)
Armor Class: 14(+2 Dex, +2 Deflection), touch 13, flat-flooted 11
Base Attack/Grapple: +4/-
Attack: Incorporeal touch +6 melee(1d8 Str)
Full Attack: Incorporeal Touch +6 melee(1d8 Str)
Space/Reach: 5ft/5ft
Special Attacks: Create Spawn, Strength damage
Special Qualities: Darkvision 60ft, incorporeal traits, +2 turn resistance, undead traits
Saves: Fort+3/Ref+5/Will+7
Abilities: Str-/Dex15/Con-/Int6/Wis12/Cha14
Skills: Hide+14(+4 in Dark Areas)/Listen+9/Search+6/Spot+9
Feats: Alertness,Dodge, Mobility, Spring Attack
Organization: Solitary
Alignment: Chaotic Evil
Challenge Rating: 8

WIGHT
Medium Undead
Hit Dice: 4d12 (48 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex,
+4 natural), touch 11,
flat-footed 14
Base Attack/Grapple:
+2/+3
Attack: Slam +3 melee (1d4+1
plus energy drain)
Full Attack: Slam +3 melee
(1d4+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create
spawn, energy drain
Special Qualities:
Darkvision 60 ft.,
undead traits
Saves: Fort +1, Ref +2,
Will +5
Abilities: Str 12, Dex 12,
Con —, Int 11, Wis 13, Cha 15
Skills: Hide +8, Listen +7, Move Silently +16, Spot +7
Feats: Alertness, Blind-Fight
Environment: Any
Organization: Solitary, pair, gang (3–5), or pack
(6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5–8 HD (Medium)
Level Adjustment: —
This creature resembles a human corpse. Its wild,
frantic eyes burn with malevolence. The leathery,
desiccated flesh is drawn tight across its bones,
and the teeth have grown into sharp, jagged
needles.
Wights are undead creatures given a semblance
of life through sheer violence and
hatred. A wight’s appearance is a weird and
twisted reflection of the form it had in life.
Wights lurk in barrow-mounds, catacombs,
and other places thick with the aura of death,
where they nurture their hatred. They seek to
destroy all life, filling graveyards with their victims
and populating the world with their horrid
progeny.
A wight is about the height and weight of a
human.
Wights speak Common.
COMBAT
Wights attack by hammering with their fists.
Create Spawn (Su): Any humanoid slain by a wight
becomes a wight in 1d4 rounds. Spawn are under the
command of the wight that created them and remain
enslaved until its death. They do not possess any of
the abilities they had in life.
Energy Drain (Su): Living creatures hit
by a wight’s slam attack gain one negative
level. The DC is 14 for the Fortitude save to
remove a negative level. The save DC is
Charisma-based. For each such negative
level bestowed, the wight gains 5 temporary
hit points.
Skills: Wights have a +8 racial bonus on
Move Silently checks.


VARGOUILLE
Small Outsider (Evil, Extraplanar)
Hit Dice: 1d8+1 (9 hp)
Initiative: +1
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +1/–3
Attack: Bite +3 melee (1d4 plus poison)
Full Attack: Bite +3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shriek, kiss, poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills: Hide +9, Intimidate +3, Listen +5, Move Silently +5,
Spot +5
Feats: Weapon Finesse
Environment: Tarterian Depths of Carceri
Organization: Cluster (2–5) or mob (6–11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 2–3 HD (Small)
Level Adjustment: —
This creature looks like a hideous, distorted
human head suspended from leathery wings.
In place of hair, it is crowned with
writhing tendrils, and its eyes burn with
a menacing green flame.
These revolting creatures come
into the world from the deepest
pits of the plane of Carceri. They
haunt graveyards, ruins, and other
places of death and decay.
A vargouille is slightly larger than a
human head, about 18 inches high, with
a wingspan of 4 feet. It weighs about 10
pounds.
Vargouilles speak Infernal.
COMBAT
Vargouilles attack by
biting with their jagged teeth.
Their special attacks make
them even more dangerous.
A vargouille’s natural weapons,
as well as any weapons it wields,
are treated as evil-aligned for the purpose of overcoming damage
reduction.
Shriek (Su): Instead of biting, a vargouille can open its distended
mouth and let out a terrible shriek. Those within 60 feet
(except other vargouilles) who hear the shriek and can clearly see
the creature must succeed on a DC 12 Fortitude save or be paralyzed
with fear for 2d4 rounds or until the monster attacks them,
goes out of range, or leaves their sight. A paralyzed creature is susceptible
to the vargouille’s kiss (see below). A creature that successfully
saves cannot be affected again by the same vargouille’s
shriek for 24 hours. The shriek is a mind-affecting fear effect. The
save DC is Constitution-based and includes a +1 racial bonus.
Kiss (Su): A vargouille can kiss a paralyzed target with a successful
melee touch attack. An affected opponent must succeed on
a DC 15 Fortitude save or begin a terrible transformation that
turns the creature into a vargouille within 24 hours (and often
much sooner; roll 1d6 separately for each phase of the transformation).
First, over a period of 1d6 hours, all the victim’s hair falls out.
Within another 1d6 hours thereafter, the ears grow into leathery
wings, tentacles sprout on the chin and scalp, and the teeth
become long, pointed fangs. During the next 1d6 hours, the
victim takes Intelligence drain and Charisma drain equal to 1
point per hour (to a minimum of 3). The transformation is complete
1d6 hours later, when the head breaks free of the body
(which promptly dies) and becomes a vargouille.
This transformation is interrupted by sunlight, and even a daylight
spell can delay death, but to reverse the transformation requires
remove disease. The save DC is Constitution-based and
includes a +4 racial bonus.
Poison (Ex): Injury, Fortitude DC 12 or be unable to
heal the vargouille’s bite damage naturally or magically.
A neutralize poison or heal spell removes the
effect, while delay poison allows magical healing.
The save DC is Constitution-based and
includes a +1 racial bonus.


Last edited by Admin on Wed Feb 27, 2008 2:04 pm; edited 2 times in total
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Exp:
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HP:
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PostSubject: Elite Mob   Wed Feb 27, 2008 1:47 pm

VAMPIRE (Can only be fought as a level 5 and only alone, no party)
Forever anchored to their coffins and the unholy earth of their
graves, these nocturnal predators scheme constantly to strengthen
themselves and fill the world with their foul progeny.
Vampires appear just as they did in life, although their features
are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may
assume the guise of nobility. Despite their human appearance,
vampires can be easily recognized, for they cast no shadows and
throw no reflections in mirrors.
Vampires speak any languages they knew in life.

This sinister-looking warrior has pale skin, haunting red eyes, and a feral
cast to his features. He wears chain armor and holds a spiked chain in his
clawed hands.
This example uses a 5th-level human fighter as the base creature.
Vampire, 5th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (60 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain
shirt), touch 13, flat-footed 20
Base Attack/Grapple: +5/+11
Attack: Slam +11 melee (1d6+9 plus energy drain) or +1 spiked
chain +13 melee (2d4+12) or masterwork shortbow +9 ranged
(1d6/3)
Full Attack: Slam +11 melee (1d6+9 plus energy drain) or +1
spiked chain +13 melee (2d4+12) or masterwork shortbow +9
ranged (1d6/3)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Blood drain, children of the night, create
spawn, dominate, energy drain
Special Qualities: Alternate form, damage reduction 10/silver
and magic, darkvision 60 ft., fast healing 5, gaseous form,
resistance to cold 10 and electricity 10, spider climb, undead
traits, vampire weaknesses
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 22, Dex 17, Con —, Int 12, Wis 16, Cha 12
Skills: Bluff +9, Climb +10, Hide +10, Listen +17, Move Silently
+10, Ride +11, Search +9, Sense Motive +11, Spot +17
Feats: AlertnessB, Blind-Fight, Combat ReflexesB, DodgeB, Exotic
Weapon Proficiency (spiked chain), Improved InitiativeB,
Lightning ReflexesB, Mobility, Power Attack, Weapon Focus
(spiked chain), Weapon Specialization (spiked chain)
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +5
Combat
This vampire’s slam attack is treated as a magic weapon for the purpose
of overcoming damage reduction.
The DC is 13 for the Will save against this vampire’s domination
ability, and for the Fortitude save to remove a negative level caused
by its energy drain.
Possessions: +1 spiked chain, masterwork chain shirt, potion of haste.

Because I'm sure almost everyone will be cliche, here it is.

CREATING A VAMPIRE
“Vampire” is an acquired template that can be added to any
humanoid or monstrous humanoid creature (referred to hereafter
as the base creature).
A vampire uses all the base creature’s statistics and special abilities
except as noted here.
Size and Type: The creature’s type changes to undead (augmented
humanoid or monstrous humanoid). Do not recalculate
base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a
swim speed, the vampire retains the ability to swim and is not vulnerable
to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves
by +6.
Attack: A vampire retains all the attacks of the base creature
and also gains a slam attack if it didn’t already have one. If the base
creature can use weapons, the vampire retains this ability. A creature
with natural weapons retains those natural weapons. A vampire
fighting without weapons uses either its slam attack or its primary
natural weapon (if it has any). A vampire armed with a
weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its
slam attack (see above) or its natural weapons (if it has any). If armed
with a weapon, it usually uses the weapon as its primary attack along
with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base creature does
not have this attack form, use the appropriate damage value from
the table below according to the vampire’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.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A vampire retains all the special attacks of
the base creature and gains those described below. Saves have a
DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless
noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim
with its fangs by making a successful grapple check. If it pins the
foe, it drains blood, dealing 1d4 points of Constitution drain each
round the pin is maintained. On each such successful attack, the
vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures
of the world and once per day can call forth 1d6+1 rat
swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard
action. (If the base creature is not terrestrial, this power might
summon other creatures of similar power.) These creatures arrive
in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’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 vampire’s influence
as though by a dominate person spell (caster level 12th). The
ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by
a vampire’s energy drain rises as a vampire spawn (see the Vampire
Spawn entry, page 253) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or
lower, the victim returns as a spawn if it had 4 or less HD and as a
vampire if it had 5 or more HD. In either case, the new vampire or
spawn is under the command of the vampire that created it and
remains enslaved until its master’s destruction. At any given time
a vampire may have enslaved spawn totaling no more than twice
its own Hit Dice; 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.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack
(or any other natural weapon the vampire might possess) gain two
negative levels. For each negative level bewtowed, the vampire
gains 5 temporary hit points. A vampire can use its energy drain
ability once per round.
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 a bat,
dire bat, wolf, or dire wolf as a standard action. This ability is similar
to a polymorph spell cast by a 12th-level character, except that
the vampire does not regain hit points for changing form and
must choose from among the forms mentioned here. While in its
alternate form, the vampire loses its natural slam attack and dominate
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.)
Damage Reduction (Su): A vampire has damage reduction
10/silver and magic. A vampire’s natural weapons are treated as
magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage 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.
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.
Resistances (Ex): A vampire has resistance to cold 10 and electricity
10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though
with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6,
Dex +4, Int +2, Wis +2, Cha +4. 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, assuming the base
creature meets the prerequisites and doesn’t already have these
feats.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus
2–5 vampire spawn)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8.
Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate
the strong odor of garlic and will not enter an area
laced with it. Similarly, they recoil from a mirror or
a strongly presented holy symbol. These things don’t
harm the vampire—they merely keep it at bay. A
recoiling vampire must stay at least 5 feet away
from a creature holding the mirror
or holy symbol and cannot touch
or make melee attacks against the
creature holding the item for
the rest of the encounter. Holding
a vampire at bay takes a standard
action.
Vampires are also unable to
cross running water, although
they can be carried over it
while resting in their
coffins or aboard a ship.
They are utterly unable to
enter a home or other
building unless invited in
by someone with the
authority to do so. They
may freely enter public
places, since these are by
definition open to all.
Slaying a Vampire: Reducing
a vampire’s hit points to 0 or lower
incapacitates it but doesn’t always
destroy it (see the note on fast healing).
However, certain attacks can
slay vampires.
Exposing any vampire
to direct sunlight disorients
it: It can take only a
single move action or
attack action and is
destroyed utterly in the
next round if it cannot
escape. Similarly, immersing
a vampire in running water robs it of
one-third of its hit points each round until it is
destroyed at the end of the third round of immersion.
Driving a wooden stake through a vampire’s heart
instantly slays the monster. However, it returns to life if the stake
is removed, unless the body is destroyed. A popular tactic is to cut
off the creature’s head and fill its mouth with holy wafers (or their
equivalent).

Vampire Characters
Vampires are always evil, which causes characters of certain
classes to lose some class abilities, as noted in Chapter 3 of the
Player ’s Handbook. In addition, certain classes take additional
penalties.
Clerics: Vampire clerics lose their ability to turn undead but
gain the ability to rebuke undead. This ability does not affect the
vampire’s controller or any other vampires that a master controls.
A vampire cleric has access to two of the following domains:
Chaos, Destruction, Evil, or Trickery.
Sorcerers and Wizards: Vampire sorcerers and wizards retain
their class abilities, but if a character has a familiar other than a rat
or bat, the link between them is broken, and the familiar shuns its
former companion. The character can summon another familiar,
but it must be a rat or bat.
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Registration date : 2008-02-24

Player Info
Level: Own You Upside Down
Exp:
190000/190000  (190000/190000)
HP:
9999999/9999999  (9999999/9999999)

PostSubject: Re: The Graveyard Beastiary and Custom Rules   Wed Feb 27, 2008 1:56 pm

For those of you who fight Vampires and wish to become vampires must roleplay really damn well, otherwise I will not grant you the template. Keep this in mind!
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PostSubject: Re: The Graveyard Beastiary and Custom Rules   

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The Graveyard Beastiary and Custom Rules
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