Vampire

Climate/Terrain: Any
Frequency:Very rare
Organization:Singular
Activity Cycle:Night
Diet:Fresh Blood
Intelligence:Average to Highly
Treasure:DMs choice
No. Appearing:1 (1-4)
Armor Class:-2
Movement:Special
Hit Dice:Special
THAC0:Special
No. of Attacks:Special
Damage/Attack:
       Fledgling1-3+6 or by weapon+6
       Vampire1-4+10 or by weapon+10
       Master1-6+14 or by weapon+14
       Old Master1-8+20 or by weapon+14
Special Attacks:See below
Special Defenses: See Below
Magic Resistance: Standard
Size:(M) man sized
Morale:
       Fledgling14
        Vampire16
       Master 18
       Old Master20
XP Value:As per Individual plus 5000 pea age class
Appearance: Vampires are difficult to sight by appearance alone, for the simple reason that they fail to differ more than slightly from the humanoids around them. While a pale-skinned vampire might appear more palled that usual, even this can be alleviated by a recent feed. It is true that Vampires had elongated canines, but unless they go about grinning, even that will not show.
       The usual telltales are just that, tales. Vampires do not have red glowing eyes, overlong fingernails or claws, green skin, smell like the dead, are more hirsute than average, or have fangs to their chins. The simple fact is, vampires look like people, and that, as is said, is the rub.

Combat: Vampires again fight like normal people a magician will use spells, a fighter fight with weapons provided he has them. However, vampires do possess some abilities they will take advantage of in a fight.
       As is the case with all lessor undead, the vampire is immune to sleep, charm and all mind affecting spells, they are unaffected by gas, or poison (there are a few notable exceptions to this, but that is a different chapter). A vampire moves as if double hasted, giving them four times the number of attacks per round as is normal for their class and level, spells still take the normal amount of time to cast. They possess great strength and will not hesitate to employ it if pressed. Vampires have a charm person ability they will use to deter opponents and turn enemies into friends. This ability is saved against at a -2. The charmed individual will not turn against valued friends and companions, but will urge them to cease the fight and use less that fatal means to "persuade" them. The vampire does not replace other friends.
       A wise vampire (and most passed the fledging stage are) will not fight his battles in person. Rather other abilities will be brought to bear against foes foolish enough to oppose him. A vampire can summon vermin of the night at will, insects, rodents, and to some extent canines will do the bidding of the vampire. (Note: dogs owned by humans are not subject to this control, but will not engage a vampire in battle, no matter how pressed.) The number of these creatures that answer the summons will be the usual number encountered, times the vampire's age category. I.E. a fledging will summon the usual number an old master will get four times that many. A vampire may also have other allies such as a minion, or a local people that look to the vampire as lord or protector. A vampire can call a minion to serve them. Only full vampires or older have this ability. The method of calling is the same as the magician's find familiar spell except that it is a native ability of the vampire and requires no components. Should the call be successful but the minion not be free to join the vampire, the vampire will be aware of the minion's location, and may take action as they see fit. A vampire may have but one minion at a time. The first must die before another can be called.
       A vampire can also control the weather once passed the fledging stage. This ability will be used to discomfort the oppressor. A vampire cannot aim lightning.
       A vampire can shapechange into one of several creatures. They may assume the form of a bat, wolf or cat. This power only functions during the hours between sunset and sunrise. What ever form the vampire is in at sunrise, that is how they remain the rest of the day. The vampire may employ the attacks of the creature while in that form, with the appropriate strength bonuses. A vampire can also change into a mist. While in this form, they cannot be attacked, but neither can they attack, they move slowly only 6" a round, but can seep through the smallest of openings. A vampire caught in this form at sunrise will be forced into solid form.
       The most commonly known attack form of the vampire, that is draining blood, is not an attack at all. A vampire drains blood to feed, and will not use this in active melee as it would leave them open to attack by others. A vampire might feed on defeated foes, if hungry, but this is a simple use of readily available resources, not an attack.
       A vampire cannot be killed merely by common damage. First of all it requires a wooden or magic weapon to even harm the vampire, and then even if reduced to 0 hit points the vampire is forced into mist form, to retreat until the following night. Silver has no effect. At this point the vampire must seek shelter on his native soil, or be destroyed with the sunrise. The only methods known for killing a vampire are as follow: The famous stake through the heart will immobilized the vampire. His foes can then either remove the vampire's head, killing the creature or immolate the body in fire and scatter the ashes. Either of these will kill the vampire, the Great True Death as vampires call it.
       A word about clerics and vampires: While it is true that vampires can be held off by holy symbols, this is not a universal truth. Most vampire can be held at bay in this manner. Several conditions must apply. First, the vampire must have committed acts that the religion regards as unholy (in some cases being a vampire is enough). Second, the bearer of the holy symbol must firmly believe in the power of the holy symbol to affect the vampire (note; one failure destroys a person's confidence in holy symbols, unless they have worked for that person before). Third, the bearer must present the holy symbol forcefully. If all conditions are met, the chance exists that the vampire will be held at bay. To see if this is the case, compare the vampire's INT, WIS, and level, vs. the Bearers, INT, WIS, and level (clerics add double level). The high score wins. If the bearer is higher, the vampire cannot approach, if otherwise, watch out. A cleric cannot turn a vampire unless the first condition is met, and in any case the vampire receives a save vs. PPD on any turning attempt.

Habitat/Society: Many myths and stories have vampires living in dank dungeons or ruined keeps far from the haunts of man. The truth could not be less similar. Vampires need the presence of mortals to remain healthy, and willingly choose to live among them, usually in a city, the larger the better. Those vampires that do live in outlying villages are typically the protectors of the same, whether feared or greatly respected, it is in their interest to guard the people that live about them.
       While a vampire can exist on the blood of mammals and birds for some time, and they must feed on blood ideally once a day, their true food is the emotions of living sentient creatures. Only the strongest emotions are suitable, and the vampire seeks these. Unless born as a vampire, a rare event indeed, the vampire must establish a link with the person on whom they wish to "feed". The usual method is to drain a small amount of blood, less that a cup. This act creates a physic link between the vampire and "victim". Once the link is made, the vampire can feed on the emotions of that person. Terror, lust, fear, passion, any of these will meet the need, the positive emotions being better, and more fulfilling, but the negative emotions easier to get. To remain at full strength a vampire must feed in this manner at least once a week. The link remains even after the feeding, but does fade with time, unless reinforced with further feedings. The vampire is able to deduce the general well being of any person they have fed from in the last year.
       Vampires possess several distinctive disadvantages in attempting to deal with normal society. First, they cannot long abide the effect of full sunlight. The younger vampire suffers more severe effects. A fledging vampire will quickly die in the full light of the sun. An old master can withstand it for a period of several hours but not in comfort. A full vampire or older can venture forth on cloudy days with a broad hat and cloak without damage, but even this gear will only halve the effect of the sun on bright days. Standing on native soil reduce the effect of the sun by one factor; i.e., bright becomes cloudy, cloudy dark. This and the fact that their powers work best at night are the reasons they prefer the dark.
       Vampires cannot enter the dwellings of the living without invitation. So total is this restriction that a seeming physical wall exists for the vampire. The dwelling of the living is defined as any building that is the private home of a mortal. Public building and the common rooms of inns, or other places that anyone can enter at will do not apply. Anyplace that any mortal calls home does, from the mightiest castle to a nomad's tent, unless invited a vampire cannot enter. The invitation can be coursed, or tricked from someone, but it must be given, or the vampire is barred.
       Vampires cannot cross running water unless they walk upon their native soil. Vampires do not cast shadows or reflections in mirrors. (On a technical note, cameras, either film or video, will not take a clear image of a vampire. At best a smudged roughly human shape will appear.)

Ecology: While most scholars do not consider the vampire a normal part of he ecology, they do have an impact upon it. Vampires are predators some will say parasites. A vampire can have anywhere from no real impact on the local populations by exercising prudence and caution to ravaging an area of countryside lifeless.
       On the subject of native soil: A vampire must rest on their native soil during the hours of daylight. Without this they cannot recover from damage or enveneration. Native soil is also the vampire's sovereign ward against many of its weaknesses. Native soil is topsoil from within 50 miles of the vampire's birth place. No other soil will do or can be made to serve. Earth must be tilled into the native ground for at least five years to be effective. If the soil is mixed with more that a handful per bucket of other soil, it loses its special qualities. Holy water or holy symbols will not render it useless as is commonly believed. No holy symbol will deter a vampire unless boldly presented.
       Garlic and other traditional herb wards are somewhat useful, not for any magical reason, but because the vampire's heightened senses make its strong odor offensive. Any strong smelling substance will keep any but a determined vampire out of an area.
       Vampires cannot ingest anything but blood and keep it down. On occasion pure water can be drunk, or an old vampire can take a small amount of bland food. In either case it is of no benefit, and must be regurgitated at a later time.
       Vampires only make another vampire as a matter of will contrary to the popular belief that anyone killed by a vampire is doomed to rise as one. To create another vampire the parent vampire must exchange blood with the person that is to be the new vampire. This does not have to be a willing matter, but at least one exchange is needed. After this, the vampire to be will fall into a deathlike state, and rise in three days as a vampire.
       The following chart will aid in determining the effect of a vampire's long term habitation:

Seduction Table:
Caution Level% Chance of Success*%Chance of Discovery*
Extreme stealth
02
02
Stealthy
04
04
Extra caution**
08
08
Normal caution
12
12
No caution
24
24
Open passion***
35
35
Obvious passion+
50
50
Open terror***
100
100
Obvious terror+
100
100
* Based on a population of 5000. Chance of success doubles for each additional 5000 population, halved for each 1000 less. Chance of detection doubles for each 1000 less, decreases by 01% for each 1000 over.
** The vampire may add charisma reaction adjustment.
*** Charm ability not used.
+ Charm ability used.
Discovery Reaction Table:
Roll % Reaction*
01-10None
11-30Private action
31-50Public action, clerical
51-70Public action, secular
71-90Witch hunt
91-00Riot in the street
* Reaction based on town population of 5,000 and victim social class of mmc. Add plus ten for each 1,000 population less than 5,000 plus two for each victim social class greater than mmc. Minus ten for each 5,000 additional population and minus two each victim social class less than mmc

Enervation: A vampire has a second set of "hit points" to detail their current strength. This is not a matter of concern for random encounters, but should be detailed if the vampire is a campaign factor. If for what ever reason a vampire cannot get blood, rest, or feed as necessary, or they are caught out in the sun they become enervated. To figure the enervation score of a vampire add their CON plus their current level. This is the enervation score.
       Enervation works as follows; divide the vampire's enervation score by three. The first third is the reserve the vampire can lose this without penalty. Divide the rest by the vampire's strength round up. Each point lost after the first third will cost this much strength. The vampire's strength will reach zero when the enervation score reaches zero.
       Even a fully enervated vampire is not helpless. By using hit points a vampire can call on reserves that frankly are not there. The vampire gains one point of strength for one turn for each hit point spent. Even a fully enervated vampire can defend himself with the strength of a healthy one. However, the vampire must feed quickly after such an effort, for they cannot regenerate the spent hit points until healthy once again.

The following events will enervate a vampire:
No blood -- 1 point each day the vampire does not drink blood.
Exposure to sunlight -- 1 point per hour exposed
No emotion feed -- 1 point per week they do without.
Forced to rest -- 5 points if defeated in physical combat.

A vampire regains lost enervation points in the following ways:
Extra blood -- up to 4 points a day, one for each extra liter drunk.
Extra rest -- by sleeping around the clock the vampire may regain 2 points. They must rise and feed before using this method again.
Extra victims -- from 1-4 points can be regained by taking extra seduction victims. The points are rolled after the vampire finishes.

Vampire Age: The age of a vampire will greatly affect its vulnerability to its weaknesses and attack. There are four ages of the vampire. They are as follows:

Fledgling: The newly created vampire: This state will last for the first 20 years of the vampire's existence. A fledgling will take double enervation damage from all sources, heals at half the rate normal, must rest from dawn to dusk, has a strength of 22 (+3 +6), a normal constitution, and has no aura.
Full Vampire: From 20 years and the next two centuries. Full vampires take enervation damage at the given rates, heals at the normal rate, must rest from dawn to dusk, but can stretch it a little, has a Strength of 30 (+7, +14), add 3 point to their constitution, and can create an aura by an act of will.
Master: A vampire is considered a master between the ages of 200 to 500 years. Masters take a third less enervation damage from all sources, heal half again as fast, require only 3-5 hours of rest a day, have a strength of 30, a constitution 5 points higher than in life and, can easily project an aura.
Old Master: A vampire over 500 years of age is considered an old master. Old masters take only half damage from all enervation sources, heal twice as fast, require as little as 2 hours rest a day, have a strength of 35 (+10, +20), have a constitution 10 points over what they had in life, and project a constant aura.

Role-playing the Vampire: Vampires are not cardboard wandering monsters, nor are they all reeely evil guys who happen to have some super powers. Becoming a vampire does not automatically turn the person into a Hammer film villain. How the affected person deals with this vast change in their life depends on what kind of person they are to begin with. (For parallel examples; someone who wins the lottery, or an entertainer who becomes an idol to millions, someone that experiments with crack cocaine and becomes addicted.).
       It is for the most part true that there are bold vampires, and old vampires, but few old, bold vampires. Those that survive possess a certain amount of intelligence and wisdom (the stupider ones sooner or later meeting the wrong end of a sharpened stake, as well as those that go insane). This is tempered by a lowering of caution due to "needing a fix", however after the first couple hundred years of dealing with this recurring problem the situation becomes tolerable to the old vampire, "losing it" to hunger is very rare after the first century.
       Old vampires are possessed of much more life experience. This leads to a deep understanding of human motivations, and a certain detachment from the everyday world as well as an interest in long-term goals and the non-ephemeral (art, established cultural institutions, etc.), and often plans for achieving goals that may take a couple hundred years (or a thousand) to accomplish. An established vampire living in the city will possess a number of identities, as well as a number of sanctuaries, and full contingency plans in case of discovery, with an emphasis on flight, disappearing into a different identity, all very urbane and savoir-faire. Vampires engage in time-consuming hobbies that truly interest them. They also gather devoted human followers. Some cultivate a well-developed palate for different "flavors" of blood, much as one might enjoy different flavors of coffee at a coffee house.
       How do they view "normal" humans? While that depends on the original kind of person the vampire was, the facts of a: being cut off from daily life and, b: the relatively short life-spans of normals tends to make the older vampire view almost all normals as a Big Mac. However, certain mortals do "stand out" as something to be enjoyed as a novelty, or as one would enjoy the company of a precocious child or young adult. A very few might be seen as having a mind equal to their own (given that only intelligent vampires get old). Fewer than that might be viewed as worth having around for the next few hundred years, and offered the "gift" of immortality
       How do vampires view themselves? (Do Vampires Dream of Blood-Red Sheep?) The basic problem of the Vampire psyche is that since, in essence, others must sacrifice "the blood of life" so that the Vampire can live, what makes the Vampire (who was human) so special, The basic "why me"? Several possibilities can and do exist.

  • As they are somehow "chosen" and "special", mild (or serious) delusions of grandeur, with thinking of the drinking as a "sacrament". Elaborate rituals associated with blood. Victims are selected for being "worthy of sacrifice". Vampires with this point of view tend to gather into "covens" in order to practice their blood rituals.
  • Very practical: Do it, and get on with "real" life.
  • The vampire needs some justification for continued existence (you might call this the romantic view). The vampire is trying for a quid-pro-quo with the victim, or rather, donor. The vampire has a concern for the victim so as to make the drinking more of a seduction than impersonal traumatic experience. A vampire with this view may consider themselves "blessed" or "cursed" for a reason. They must fulfill a mission or place in life. They might become avengers of the weak, seeking only the evil as victims. They might use their extended lives to seek medical cures, drawing their allotment of blood as "payment".
  • Go "Tilt, that does not compute", the person becomes insane.
In short; Vampires, for the most part, stay human and thus mirror human actions to a great extent, and retain their basic outlook on life that they had formed previous to becoming a Vampire.

(My thanks to Jim Venn, who provided the bulk of this section)

The Vampire as a Player Character: The vampire is not truly a player character race, rather a condition that a player character may suffer.
       The character should remain under the control of the player. The DM will inform the player of the characters needs as they arise. They should not read this description, unless they are taught by another vampire.
       Due to the extremely powerful nature of the vampire character they have a higher experience requirement per level than normal characters of their class. The totals in the chart must be added to the base totals for the character's class to give the new experience table for that vampire.
       If an existing character becomes a vampire and does not possess enough experience for their current level under the new table, they do not lose the level, rather they will remain at that level until they made up the deficit.

Vampire Experiance Rider
Level
Experience
1
0
2
1,000
3
2,000
4
4,000
5
10,000
6
20,000
7
40,000
8
75,000
9
140,000
10+
150,000
Variants: While there exist a number of creatures that mimic the vampire (blood drinking, nocturnal habits, etc.) there is only one true vampire type. What variants of the true vampire that do exist are the result of the society of given individuals and different racial reactions to the change.

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