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Vampire

Lv 4 Undead

[Undead, nonliving, soulless]

STR 3 + 2

Scale: 0

Target: 4

Race: Ex-Human

DEX 3 + 2

Speed:7m  5x Sprint

Face: 1x1

R. Background: Vampire

END 3 + 2

Toughness:  11/5(invulnerable)

Will: 9/6 (immune)

C. Background: Urban

INT 3

CR: 4

SPR 3*

LV: 4

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:

  1.   +2 Weapon Skill: Extra Attack , Mighty Strike
  2.   +4 Athletics: Spring , Sprint, Fast, Rapid Climb
  3.   +2 Wrestle: One Inch Punch, Pin, Hostile Cover
  4.   +1 Combat Arts: Dual Wield

Dexterity Skills:

  1.   +2 Reflex: Evasion, Lightning Reflexes
  2.   +4 Acrobatics:
  3.   +2 Finesse: Deflect Arrow, Precision Strike

Endurance Skills:

  1.   none

Intelligence Skills:

  1.   +4 Combat Expertise: Learn Combox4
  2.   +4 Perception: Nightvision R , Eagle Eyes, Size Up, Blind-Fight

Spirit Skills:

  1.   +5 Intimidate
  2.   +2 Berserk: Rage, Unstoppable Rage

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

  1.   +2 CR
  2.   Ability Modifiers: +2 Strength, +2 Dexterity, +2 Endurance
  3.   Vampires area also always Undead (see above)
  4.   Gains tags [Vampire]
  5.   Vampires follow the same restrictions as magical creatures (cannot cross a magic circle, enter a mortal€s home uninvited, or break an agreement)
  6.   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.
  7.   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.
  8.   Semi living: Unlike other Undead, Vampires keep their Endurance score. They retain all the normal immunities for being nonliving, however.
  9.   Vampire Blood Powers:  
  10.   Regenerate: The vampire heals one wound. This uses one use of a blood power.
  11.   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.
  12.   Other Vampire Powers:
  13.   Shapeshift: Vampires can transform into a wolf or a bat
  14.   Flight: Vampires can fly at half their land move speed
  15.   Weaknesses:
  16.   Mirrors: Vampires have no reflection in a mirrored surface, and don€t resolve on film or digital cameras.
  17.   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.
  18.   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.
  19.   Does not count against the normal limit of Racial Backgrounds.


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