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Lv 4 Undead
[Undead, nonliving, soulless]
STR 3 + 2
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Scale: 0
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Target: 4
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Race: Ex-Human
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DEX 3 + 2
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Speed:7m 5x Sprint
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Face: 1x1
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R. Background: Vampire
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END 3 + 2
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Toughness: 11/5(invulnerable)
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Will: 9/6 (immune)
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C. Background: Urban
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INT 3
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CR: 4
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SPR 3*
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LV: 4
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Attacks:
Fangs: +2/6 1d6 + 5 Piercing + Bloodsuck Close Reach
Rapier: +2/6 1d6 + 5 Piercing Standard Reach
Throwing Knives +2/6 1d4 + 5 Piercing 2m Thrown or Close melee
Defenses:
4 Dodge +2 4 Parry +2
Strength Skills:
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+2 Weapon Skill:
Extra Attack
,
Mighty Strike
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+4 Athletics:
Spring
, Sprint, Fast, Rapid Climb
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+2 Wrestle: One Inch Punch, Pin, Hostile Cover
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+1 Combat Arts: Dual Wield
Dexterity Skills:
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+2 Reflex: Evasion, Lightning Reflexes
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+4 Acrobatics:
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+2 Finesse: Deflect Arrow, Precision Strike
Endurance Skills:
-
none
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Intelligence Skills:
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+4 Combat Expertise: Learn Combox4
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+4 Perception: Nightvision
R
, Eagle Eyes, Size Up, Blind-Fight
Spirit Skills:
-
+5 Intimidate
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+2 Berserk: Rage, Unstoppable Rage
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Combos:
Blitz: 5x Attack
Impale: 2x Attack, Mighty Strike x2 (1d12 +4 claw damage)
Move: Spring + Far Shot + Attack x2
Ambush: Charge + Spring + Mighty Strike x2 + Attack x3 (1d12 +4 claw
damage)
Tactics:
Racial
Background: Vampire
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+2 CR
-
Ability Modifiers:
+2 Strength, +2 Dexterity, +2 Endurance
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Vampires area also always Undead (see above)
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Gains tags [Vampire]
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Vampires follow the same restrictions as magical creatures (cannot cross
a magic circle, enter a mortal€s home uninvited, or break an agreement)
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Fangs:
Vampires gain a Fangs natural attack. The Fangs deal 1d6 + Strength
damage. Normally, they are concealed in the mouth, and impossible to
notice without a complete dental examination. As a minor action, the
Vampire can extend the fangs, making them visible and revealing its
identity.
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Bloodsucker:
If a creature is wounded by the vampire€s Bite attack, it must make a
fortitude check (DC= Damage delt) or take 1 point of End damage. If a
creature is reduced to 0 Endurance in this way, it dies and becomes a
Vampire. Every point of Endurance damage that a vampire deals in this
way gives it another use of a blood power (see below), to a maximum of
twice the vampire€s level.
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Semi living:
Unlike other Undead, Vampires keep their Endurance score. They retain
all the normal immunities for being nonliving, however.
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Vampire Blood Powers:
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Regenerate:
The vampire heals one wound. This uses one use of a blood power.
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Ability Rush:
The vampire boosts one ability score by +2 and gains a +1 bonus to all
skill checks made with skills based on that stat. This uses one blood
power use per round.
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Other Vampire Powers:
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Shapeshift:
Vampires can transform into a wolf or a bat
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Flight:
Vampires can fly at half their land move speed
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Weaknesses:
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Mirrors:
Vampires have no reflection in a mirrored surface, and don€t resolve on
film or digital cameras.
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Running Water:
Ability Countered: Vampires cannot use any vampire powers (blood or
other) while submersed in Running water, or with a continual stream of
water poured over them, or similar. Vampires cannot willingly cross
Running water such as a river, although they can be carried across.
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Garlic:
Vampires that come into contact with garlic are Stunned. Vampires that
actually ingest garlic are treated as a human who just ingested an
equivalent volume of Viper poison.
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Does not count against the normal limit of Racial Backgrounds.
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