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Creature:Noble Vampire: Difference between revisions

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|c=vampire
|c=vampire
|a=Greater Undead;; Very High Intelligence;; Sentient Feeding;; Animate Dead;; Charm-i-May have up to 2 {{Times}} {{PRES}} creatures {{L|Condition|Charmed}} at a time.;; Bestial Transformation-l-{{L|Creature|Bat|u=1}} and {{L|Creature|Wolf}} only.;; Expert Courtier;; Duel;; Vampiric Infect;; Instant Ethereal;; Flying;; Spirit Bury;; Increased Sunlight Sensitivity;; Increased Running Water Sensitivity
|a=Greater Undead;; Very High Intelligence;; Sentient Feeding;; Animate Dead;; Charm-i-May have up to 2 {{Times}} {{PRES}} creatures {{L|Condition|Charmed}} at a time.;; Bestial Transformation-l-{{L|Creature|Bat|u=1}} and {{L|Creature|Wolf}} only.;; Expert Courtier;; Duel;; Vampiric Infect;; Instant Ethereal;; Flying;; Spirit Bury;; Increased Sunlight Sensitivity;; Increased Running Water Sensitivity
|b=Fanged Jaw
}}
}}

Latest revision as of 06:47, 1 October 2025

 Stats: ❤️2d10 Hit Dice❤️12 HP🩵2d8 Mana Dice🩵10 MP⬆️Variable Size
 Attributes: INT4
 Creature types: Vampire
 Looks: Look exactly like their original species and may not even seem undead! Usually have pale skin and pronounced fangs.
 Inherited stats: Variable stats are inherited from the parent creature.

 Abilities: 
 Delivery: 🔮Conjured👉️Touch( 🪨UB🤚Hand⚔️Attack )
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: Your hand's range.
 Requirements: Target is dead and undead.

Target is alive (but still undead) at 1 HP, although its maximum HP is halved (minimum of 1) until it completes a short rest. This does not count as a revival effect.
 If proficient: Target has all HP restored, but its maximum HP is still halved. This does not count as a healing effect. If fluent: Target's HP is no longer halved.
Limitation: Bat and wolf only.
 Duration: 1 minute.

You are fully transformed into a common animal. The maximum BR of animals you can choose is 1.
 Heightened: For each additional MP spent, the maximum BR available to you increases by 1. If proficient: The maximum BR available to you is now P. If fluent: The maximum BR available to you is now F.
Improvement: May have up to 2 × PRES creatures charmed at a time.
 Target: 👤Creature( Hit target's AC. )
 Duration: 1 hour.
 Range: Your hand's range.
 Requirements: A creature may only have up to PRES creatures charmed at a time.

 On hit: Target is charmed.
 Duration: No limit.
 Range: 30 feet.
 Requirements: You are not dueling and can only use this on an opponent.

You challenge the target to advance and fight you. They may immediately Move towards you as a free reaction to this and begin dueling with you. If they choose not to or are unable to do so, then they are considered to have "forfeited" the duel (but are not considered to have "lost" it) and become lighted to you until the end of your next turn.

Creatures that are dueling each other are spiritually linked to each other in a state that's slightly out of phase with everyone else. This doesn't have any inherent mechanical effects in and of itself, but it implies a structure for how those creatures interact with each other and the world around them that may be interacted with by duel modifying effects or other abilities. The term "in a duel" is often used to refer to a creature that is dueling. This does not mean that the "duel" must have been started by Duel.

If a creature that is dueling becomes incapacitated then they are considered to have "lost" the duel. If a dueling creature incapacitates themselves, they are considered to have "forfeited" the duel which in turn also makes them count as "losing". If a dueling creature attacks a creature that they are not dueling, that is also considered to be "forfeiting". If a creature is ever the only one remaining in a given duel, the duel ends and they are considered to have "won" the duel.

Duels typically have a "range" of 30 feet. This means that if any creature that is dueling Moves more than 30 feet away from any other creature that they are dueling with, they are considered to have "forfeited" the duel.

The dueling state is not visible in the Material Realm, but there is a very slight tether that can be seen in the Ethereal Realm. There are no restrictions on what realm a duel can take place in, but all participants must be within the same realm. Any participant that leaves that realm is considered to have gone out of range and therefore "lost the duel".


 If proficient: You may also Move or make a single action Duelist ability as a free reaction to the target's decision and subsequent movement.
 Duration: Always active.

If you end your turn in running water, you roll your largest hit die and take that much warded holy magic damage instead of the normal healing effect. This does not consume any of your hit dice.
 Duration: Always active.

If you end your turn in direct sunlight, you roll your largest hit die and take that much warded holy magic damage instead of the normal healing effect. This does not consume any of your hit dice.
 Duration: Always active.

You must mana drain at least 1 creature with INT of 0 or greater to death every day 24 hours or you start taking penalties. If 24 hours pass and you have not fed, you lose your your largest hit die and mana die. Your HP and MP maximums decrease by the value of those dice. For each additional 24 hours you go without feeding, you lose your next largest hit die and mana die. To restore lost hit dice and mana dice, you must feed more than normal. If you feed on at least 2 creatures within a 24 hour period, you restore 1 lost hit die and mana die.
 Target: 👤Creature( Hit target's AC. )
 Duration: 1 minute.
 Requirements: Target is dead.

 On hit: Target cannot become wisping. Heightened: For each additional MP spent, the duration of this effect increases by 1 hour. The overall duration is rounded to the nearest hour. If proficient: This effect lasts 10 minutes instead of 1.
 Execution time: 10 minutes.( 🐢Slow )
 Duration: No limit.

 On fail: Target is allured to you. This effect cannot be removed with Remove Charm, but it can be removed with Exorcism or Cure Illness. Over the coming month, the target will become vampiric. The DC for Cure Illness starts at 1, immediately following the bite. But with every day that passes, the DC increases by 1. After 2 weeks, the target gain Sunlight Sensitivity. After 30 days, they become a vampire. Roll 1d100 to determine what type of vampire they become.
Roll on 1d100 Type of Vampire
1-50 Sired-by Vampire
51-90 Beast Vampire
91-100 Noble Vampire
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of 4.

 Body Parts: 
Fanged jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Fanged Jaw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Fanged Jaw 1d6 -3 Normal (5 feet) +1 0 lb. -3 Biting, Weapon Body parts
1d6Normal (5 feet)