Skip to main content
Commonmark migration
Source Link

Both following templates doesn't change you to undead, however some turning undead might give you penalties.

Katane (template)

#Katane (template)# fromfrom Dragon #313 p. 62

Cursed with a thirst for living blood and possessed of awful powers befitting creatures of the night, katanes are some of the more common half-undead. The human-like appearance and social behavior of vampires and their spawn result in ample opportunities for half-breed creation, and some vampires retain enough human sentiment to care for the child, improving the katane's chances of survival.

 

Katanes are pale and slender, with jet-black hair and red, black, green, or yellow eyes. They have pronounced canines that extend for feeding and slightly pointed ears. Some of the less fortunate (those with a Charisma score of 7 or below) have batlike features.

Half vampire(template)

#Half vampire(template)# fromfrom Libris Mortis p. 106

In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire's blood drain attack, the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.

Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.

Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.

Both following templates doesn't change you to undead, however some turning undead might give you penalties.

#Katane (template)# from Dragon #313 p. 62

Cursed with a thirst for living blood and possessed of awful powers befitting creatures of the night, katanes are some of the more common half-undead. The human-like appearance and social behavior of vampires and their spawn result in ample opportunities for half-breed creation, and some vampires retain enough human sentiment to care for the child, improving the katane's chances of survival.

 

Katanes are pale and slender, with jet-black hair and red, black, green, or yellow eyes. They have pronounced canines that extend for feeding and slightly pointed ears. Some of the less fortunate (those with a Charisma score of 7 or below) have batlike features.

#Half vampire(template)# from Libris Mortis p. 106

In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire's blood drain attack, the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.

Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.

Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.

Both following templates doesn't change you to undead, however some turning undead might give you penalties.

Katane (template)

from Dragon #313 p. 62

Cursed with a thirst for living blood and possessed of awful powers befitting creatures of the night, katanes are some of the more common half-undead. The human-like appearance and social behavior of vampires and their spawn result in ample opportunities for half-breed creation, and some vampires retain enough human sentiment to care for the child, improving the katane's chances of survival.

Katanes are pale and slender, with jet-black hair and red, black, green, or yellow eyes. They have pronounced canines that extend for feeding and slightly pointed ears. Some of the less fortunate (those with a Charisma score of 7 or below) have batlike features.

Half vampire(template)

from Libris Mortis p. 106

In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire's blood drain attack, the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.

Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.

Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.

deleted 11716 characters in body
Source Link
Momonga-sama
  • 10k
  • 2
  • 44
  • 105

They have following specifications:

Special Attacks: A katane retains all the special attacks of the base creature and also has the following special attacks.

Blood Drain (Ex): Much like its undead progenitor, a katane can drain 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 katane gains 5 temporary hit points.

Charm Person (Sp): A katane can influence a humanoid creature by locking gazes with it. This functions as a charm person spell (caster level equals katane's total Hit Dice). The save DC of this ability is 10 + katane's Hit Dice + katane's Charisma bonus. The katane can use this ability a number of times per day equal to its Charisma bonus (if any, minimum 1 time per day).

Special Qualities: A katane has all the special qualities of the base creature and those common to all half-undead (see Half-Undead). They also have the following special qualities.

Call of Undeath (Ex): There is a 3% chance per Hit Die that, upon a half-undead's death, it will rise as a full undead creature of its undead progenitor's kind.

Darkvision (Ex): A half-undead gains darkvision with a range of 60 feet. If the base creature already had darkvision, use the greater range.

Detection (Ex): Half-undead register as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A half-undead counts as half its HD for the purposes of aura strength.

Fortification (Ex): When a critical hit or sneak attack is scored on the half-undead, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. If a half-undead wears magic armor with any form of the fortification quality, use the better percentage value.

Immunity to Energy Drain (Ex): A half-undead is immune to energy drain attacks.

Necrotic Life (Ex): Even on a failed save, a half-undead suffers only half damage from spells and effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a half-undead suffers no damage.

Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one-fourth of the base creature's normal rate.

Turn Kind (Ex): A half-undead cleric gains a +2 bonus on checks made to turn, rebuke, command, or bolster undead creatures of its ancestral kind.

Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a half-undead, dealing 1d4 points of damage per direct hit with a flask.

Vulnerability to Turning (Ex): Any turning attempt targeting the half-undead that would turn or rebuke an undead of the half-undead's HD imposes a -4 penalty on the half-undead's attacks, saves, skill checks, and ability checks. This effect lasts for 10 rounds or until the creature that turned or rebuked the half-undead attacks the half-undead. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns a half-undead for 2d4 rounds.

Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the necromancy school.

Blood Hunger (Ex): Katanes are able to survive on normal food, but nevertheless they hunger for the blood of the living. This hunger rises every three days and can be fought off with a DC 15 Will save. Each successful save staves off the hunger for another day. A katane that fails this save must drain blood from a creature before sunrise of the next day or take a -1 moral penalty on attacks, checks and saves; this penalty increases by -1 each additional day the katane goes without draining blood. Once the katane has dealt 1d4 points of Constitution damage to a living creature, the penalties disappear and are not incurred again provided the katane drains blood every three days.

Damage Reduction (Su): A katane has damage reduction 5/silver.

Immunities (Ex): Katanes are invulnerable to vampires' domination and suffer none of the weaknesses of their fully undead kin.

Light Sensitivity (Ex): Katanes are dazzled in bright sunlight or within the radius of a daylight spell.

Resistances (Ex): A katane has resistance to cold 5 and electricity 5.

Sense Vampires (Su): A katane can sense the presence of other katanes, vampires, vampire spawn, and any other form of undead that feeds on living blood within 200 feet. This ability only allows the katane to determine the presence of such a creature in the area, not the number or power of such creatures, and the ability cannot be used to aid in blind-fighting or to pinpoint a target.

Spider Climb (Ex): A katane can climb sheer surfaces as though with a spider climb spell.

Abilities: Change from the base creature as follows: Str +2, Dex +2, Cha +2.

Skills: Katanes have a +4 racial bonus on Bluff. Hide, Listen, Move Silently, and Spot checks.

Feats: Katanes gain Improved Initiative as a bonus feat.

Environment: Same as base creature.

Organization: Solitary, gang (2-4 normal base creatures and 1 katane; or 2-4 vampires and 1 katane), or party (2-8 normal base creatures and 2-4 katanes; or 2-8 vampires and 2-4 katanes).

Challenge Rating: Same as the base creatures +1.

Alignment: Often chaotic evil.

Level Adjustment: Same as the base creature +4.

#Half vampire(template)# from Libris Mortis p. 106

In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire's blood drain attack, the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.

Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.

Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.

They have following specifications:

Armor Class: A half-vampire's natural armor bonus improves by 2.

Attack: A half-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 half-vampire retains this ability. A creature with natural weapons retains those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Full Attack: A half-vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has one). 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: A half-vampire has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the half-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 half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of to + 1/2 half-vampire's HD + half-vampire's Cha modifier unless otherwise noted.

Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.

Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.

Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.

Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.

Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.

The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.

Only half-vampires with the blood drain special attack (see above) gain this special quality.

Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.

Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).

Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Cha +2.

Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.

Feats: A half-vampire gains Improved Initiative, if the base creature doesn't already have that feat.

Environment: Any, usually same as base creature.

Organization: Solitary.

Challenge Rating: Same as the base creature +1

Level Adjustment: Same as the base creature +2

They have following specifications:

Special Attacks: A katane retains all the special attacks of the base creature and also has the following special attacks.

Blood Drain (Ex): Much like its undead progenitor, a katane can drain 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 katane gains 5 temporary hit points.

Charm Person (Sp): A katane can influence a humanoid creature by locking gazes with it. This functions as a charm person spell (caster level equals katane's total Hit Dice). The save DC of this ability is 10 + katane's Hit Dice + katane's Charisma bonus. The katane can use this ability a number of times per day equal to its Charisma bonus (if any, minimum 1 time per day).

Special Qualities: A katane has all the special qualities of the base creature and those common to all half-undead (see Half-Undead). They also have the following special qualities.

Call of Undeath (Ex): There is a 3% chance per Hit Die that, upon a half-undead's death, it will rise as a full undead creature of its undead progenitor's kind.

Darkvision (Ex): A half-undead gains darkvision with a range of 60 feet. If the base creature already had darkvision, use the greater range.

Detection (Ex): Half-undead register as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A half-undead counts as half its HD for the purposes of aura strength.

Fortification (Ex): When a critical hit or sneak attack is scored on the half-undead, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. If a half-undead wears magic armor with any form of the fortification quality, use the better percentage value.

Immunity to Energy Drain (Ex): A half-undead is immune to energy drain attacks.

Necrotic Life (Ex): Even on a failed save, a half-undead suffers only half damage from spells and effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a half-undead suffers no damage.

Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one-fourth of the base creature's normal rate.

Turn Kind (Ex): A half-undead cleric gains a +2 bonus on checks made to turn, rebuke, command, or bolster undead creatures of its ancestral kind.

Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a half-undead, dealing 1d4 points of damage per direct hit with a flask.

Vulnerability to Turning (Ex): Any turning attempt targeting the half-undead that would turn or rebuke an undead of the half-undead's HD imposes a -4 penalty on the half-undead's attacks, saves, skill checks, and ability checks. This effect lasts for 10 rounds or until the creature that turned or rebuked the half-undead attacks the half-undead. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns a half-undead for 2d4 rounds.

Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the necromancy school.

Blood Hunger (Ex): Katanes are able to survive on normal food, but nevertheless they hunger for the blood of the living. This hunger rises every three days and can be fought off with a DC 15 Will save. Each successful save staves off the hunger for another day. A katane that fails this save must drain blood from a creature before sunrise of the next day or take a -1 moral penalty on attacks, checks and saves; this penalty increases by -1 each additional day the katane goes without draining blood. Once the katane has dealt 1d4 points of Constitution damage to a living creature, the penalties disappear and are not incurred again provided the katane drains blood every three days.

Damage Reduction (Su): A katane has damage reduction 5/silver.

Immunities (Ex): Katanes are invulnerable to vampires' domination and suffer none of the weaknesses of their fully undead kin.

Light Sensitivity (Ex): Katanes are dazzled in bright sunlight or within the radius of a daylight spell.

Resistances (Ex): A katane has resistance to cold 5 and electricity 5.

Sense Vampires (Su): A katane can sense the presence of other katanes, vampires, vampire spawn, and any other form of undead that feeds on living blood within 200 feet. This ability only allows the katane to determine the presence of such a creature in the area, not the number or power of such creatures, and the ability cannot be used to aid in blind-fighting or to pinpoint a target.

Spider Climb (Ex): A katane can climb sheer surfaces as though with a spider climb spell.

Abilities: Change from the base creature as follows: Str +2, Dex +2, Cha +2.

Skills: Katanes have a +4 racial bonus on Bluff. Hide, Listen, Move Silently, and Spot checks.

Feats: Katanes gain Improved Initiative as a bonus feat.

Environment: Same as base creature.

Organization: Solitary, gang (2-4 normal base creatures and 1 katane; or 2-4 vampires and 1 katane), or party (2-8 normal base creatures and 2-4 katanes; or 2-8 vampires and 2-4 katanes).

Challenge Rating: Same as the base creatures +1.

Alignment: Often chaotic evil.

Level Adjustment: Same as the base creature +4.

#Half vampire(template)# from Libris Mortis p. 106

In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire's blood drain attack, the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.

Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.

Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.

They have following specifications:

Armor Class: A half-vampire's natural armor bonus improves by 2.

Attack: A half-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 half-vampire retains this ability. A creature with natural weapons retains those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Full Attack: A half-vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has one). 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: A half-vampire has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the half-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 half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of to + 1/2 half-vampire's HD + half-vampire's Cha modifier unless otherwise noted.

Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.

Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.

Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.

Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.

Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.

The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.

Only half-vampires with the blood drain special attack (see above) gain this special quality.

Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.

Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).

Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Cha +2.

Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.

Feats: A half-vampire gains Improved Initiative, if the base creature doesn't already have that feat.

Environment: Any, usually same as base creature.

Organization: Solitary.

Challenge Rating: Same as the base creature +1

Level Adjustment: Same as the base creature +2

#Half vampire(template)# from Libris Mortis p. 106

In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire's blood drain attack, the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.

Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.

Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.

added 116 characters in body
Source Link
Momonga-sama
  • 10k
  • 2
  • 44
  • 105

Both following templates doesn't change you to undead, however some turning undead might give you penalties.

Both following templates doesn't change you to undead, however some turning undead might give you penalties.

Source Link
Momonga-sama
  • 10k
  • 2
  • 44
  • 105
Loading