Overview
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves. When an individual becomes a vampire, their skin is drained of all color as well. Like liches, they often embrace finery and decadence and may assume the guise of nobility.
A vampire retains all the abilities it had in life, plus it gains the ability to drain blood and life energy, and dominate other creatures with its gaze. A vampire can also command rats, bats, and wolves - or take their forms, among many other benefits.
However, it also suffers several weaknesses. Chief among these is the fact it can never look on the sun again and will be utterly destroyed if caught in sunlight. It is also bound to its coffin and must return to it in order to rest. Furthermore, it is susceptible to wooden stakes, garlic, silver, holy water, and running water since these elements can cause severe damage to, or even possibly destroy, the creature.
Vampires in the Thay PW fall into four categories - Fledgling Vampire, True Vampire, Master Vampire, and Elder Vampire. Depending on the category the vampire is in, it may receive a bonus or access to certain abilities. All vampires though have an Effective Class Level (ECL) of +4, making it more difficult for them to earn XP and level up.
Becoming a Vampire
A PC can be bitten, and possibly killed due to blood loss, by a hostile PC vampire if immobilized or put to sleep; but a PC can never be forcibly turned into a vampire. However, for willing PCs of 7th level of higher, there is one way for to become a vampire, with two variations.
1. Drink a vial of Vampire Blood.
2. Willingly drink the fresh blood of another PC vampire who is at least 13th level.
Turning another PC into a vampire is not a decision to be taken lightly. Attempting to create another PC vampire tears heavily at the existing PC vampire’s soul since a part of them is literally being transferred to the new vampire during its transformation. This results in the existing vampire sacrificing 10-15% of total XP, a permanent loss of 2 points in a random ability, and a permanent loss of 10-15 hit points.
Vampire Covens
A new PC vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a PC vampire may have enslaved other PC vampires totaling no more than twice its own level; any PC vampire it creates that would exceed this limit are created as free-willed vampires.
A vampire that is enslaved may create and enslave vampires of its own, so a master vampire can control a number of lesser vampires and form a coven in this fashion. However, enslaved PC Vampires can never become true Vampire Masters or Vampire Elders. A vampire may voluntarily free an enslaved vampire, but once freed, it cannot be enslaved again.
Note: PCs who become vampires must roleplay they are subservient to the vampire that created them, and obey its commands until either freed or their master is destroyed.
Thoughts in Regard to Becoming a Vampire
Please carefully cover all the details in this guide before pursuing the path of vampirism. Players with PC Vampires need to understand that they are not just playing a normal PC with super-stats and abilities, but rather a creature of darkness unlike other PCs. They are still not a normal part of the admittedly abnormal and twisted Thayan society. Thayans will fear and mistrust them if they find out their true nature.
Next, while the physical prowess of a PC Vampire is unmatched by virtually any ‘normal’ PC, many in-game aspects will make life very difficult for PC Vampires. Encounters will be harder for Vampire PCs. XP that PC Vampires receive will also be lower than for non-vampire PCs at the same level. Notoriety will be achieved at a slower rate. NPC Vampire Hunters will pursue, attack, and may even trap and/or utterly destroy unlucky or careless vampires.
Because of these factors, it is not recommended your primary PCs become vampires because the vampire mortality rate is high. If you decide to play a PC vampire character, simply do it for the fun and challenge of trying something new and enjoy what time you have playing it. In all likelihood it will not survive terribly long.
Coffins
A vampire must have a coffin to survive. A vampire can ONLY rest in its claimed coffin, and must quickly return to it to avoid being utterly destroyed when its corporeal form is damaged beyond usability. Vampires can find coffins or buy them at certain shops. In addition, if the vampire’s level is higher than another vampire’s, it can claim the lesser vampire’s coffin while they are away.
A coffin does not do anything if it is in the vampire’s inventory and not placed upon the ground. To place a coffin, ‘use’ it on an open area on the ground where it is wanted. Once placed, the coffin may be clicked on for options that can be performed on it by vampires and by others.
Note that vampires in Mist Form, or another alternate form, cannot place a coffin.
Coffin Options
1. Rest in it - This is just like non-vampire PCs resting on a bed, except the vampire PC rests within the coffin.
2. Claim it - If the coffin is unclaimed or claimed by a lesser vampire, a vampire can claim the coffin as its own. Note that if a vampire claims a coffin while it already possesses another one, it will lose the claim on its old coffin.
3. Pick it up – The coffin is placed in the character’s inventory. Note that a vampire can no longer rest or recover from 'death' if the coffin is not placed.
4. Taint the coffin - If a PC is not a vampire, he can taint a coffin with holy water, garlic, or a wild rose. A vampire has a chance of detecting a tainted coffin based upon their intelligence and wisdom. If the taint is detected the vampire can remove the taint with a blast of its own unholy power. Of course, if the vampire 'died' and is being reconstituted within their coffin, it will be affected by the taint no matter what.
Blood
Vampires do not suffer from the affects of Hunger, Thirst, and Fatigue (HTF), however they MUST drink blood at least once every 3 hours or they will grow weaker. In addition, PC vampires do not gain regenerative abilities unless they have recently drunk blood. Vampires can get blood by using their ‘Vampire Abilities’ item on immobilized NPCs or PCs to access the Blood Drain ability, or by acquiring bottled blood from a merchant or fellow vampire.
Blood comes in different varieties, but must be from a humanoid source.
1. Normal Blood - Will slowly regenerate a vampire’s health.
2. Impure Blood - Will slowly regenerate a little health but will attempt to poison or disease the vampire.
3. Blood of a Child - Very slow, but very long term regeneration of a vampire’s health.
4. Blood of a Virgin - An extremely strong and fast regeneration a vampire’s health.
5. Vampire Blood - Besides turning individuals into vampires, a vampire’s lifeblood can give another vampire extreme regeneration abilities, as well as a boost of temporary hit points.
When a vampire draws blood, it will be unidentified. A vampire may take a risk and drink the blood anyway, or the unidentified blood may be taken to certain merchants to be labeled.
Vials of Preservation
When draining blood, a vampire can store the excess in bottles for later use. In order to do this, the vampire must possess Vials of Preservation to store the extra blood. Any excess blood that is bottled must be taken to a merchant who can identify it if the vampire wants it labeled.
Vampire Weaknesses
Repelling a Vampire
1. Vampires cannot tolerate the strong odor of garlic, and will not enter an area laced with it. Additionally, they will not be able to bite or dominate any individual who has recently consumed it.
2. Similarly, vampires recoil from a mirror or a strongly presented holy symbol. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter.
3. Vampires are also unable to cross running water such as rivers or streams, although they can be carried over it while resting in their coffins or aboard a ship.
4. Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Note: PC Vampires are expected to RP various situations where they would be repelled, like avoiding garlic, recoiling from mirrors and holy symbols, and not entering certain buildings (especially PC houses) unless invited.
Slaying a Vampire
Death as a vampire is a permanent and utter death. When utter death occurs, a vampire’s soul is sent to Oblivion, and not even a Raise Dead or Resurrection spell can bring them back to ‘unlife’.
1. If reduced to 0 or fewer hit points in combat or via the Turn Undead ability, a PC vampire automatically assumes mist form. The vampire must then make its way back to coffin within 2 game hours (30 minutes real-time) or be utterly destroyed. If the vampire has not placed a coffin, or the coffin was destroyed prior to or while the vampire is in mist form, its mist form will dissipate and it will be utterly destroyed.
2. Any vampire exposed to direct sunlight will be heavily damaged. It must find shelter from the sun within the next two rounds or be destroyed.
3. Immersing a vampire in running water such as a fountain, river, or stream robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.
4. Driving a wooden stake through a vampire’s heart while it is in its coffin instantly slays the monster.
Other Considerations
1. Vampire PCs may only have a Bat familiar. All other types of familiars will be terrified of what their master has become and flee its presence.
2. Likewise, vampire PCs may only have a Wolf, Dire Rat, or Dire Wolf animal companion. All other types of animal companions will be terrified of what their master has become and flee its presence.
Vampire Abilities
Vampirism in Thay provides most of the benefits and drawbacks as described in the D&D Monster Manual. Some abilities (as detailed below) may become better or only become available as the vampire’s overall strength increases.
Active Vampire Abilities
1. Abilities - Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4
2. Skills - Vampires have a +8 bonus on Bluff, Hide, Listen, Move Silently, Search, and Spot checks
3. Feats - Vampires gain Alertness, Dodge, and a +2 bonus to Reflex saves to simulate Lightning Reflexes
4. Armor Class - The vampire’s natural armor bonus improves by +6
5. Resistances - A vampire has damage reduction 10/+1, resistance to cold 10/- and electricity 10/-, and a +4 to Turn Resistance
7. Movement Increase - Vampires are very quick and have an increased movement rate (Level 7+) which improves as the vampire grows in strength
8. Regeneration - For game balance purposes, PC Vampires do not continually regenerate hit points. To regenerate hit points, the PC vampire must use the Blood Drain ability or drink a vial of blood. This then provides regeneration at a rate and for a length of time dependant on the type of the blood consumed.
Vampire Abilities when using the Vampire Abilities item on a target
1. Blood Drain - If a humanoid victim is immobilized, a vampire may drain the victim of its blood, dealing 1d4 points of constitution damage and adding temporary hit points to the vampire. This also activates the Vampire’s regenerative ability for a time. The vampire may also choose to drain all of the victim’s blood, kill it, and store the excess blood using empty Vials of Preservation for use at a later time.
2. Vampire Gaze - A vampire can crush an opponent’s will just by looking onto his or her eyes. Any humanoid the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate spell.
3. Create Vampire Spawn (Level 7+) - If a humanoid victim is immobilized, a vampire may drain the victim of its blood, kill it, and turn it into a Vampire Spawn. This option may only be used once per day on a NPC and will drain 25 XP from the vampire.
4. Create Vampire (Level 13+) - If a humanoid victim of 7 or more Hit Dice is immobilized, a vampire may drain the victim of its blood, kill it, and turn it into a Vampire. This option may only be used once per day on a NPC and will drain 50 XP from the vampire. If used on a friendly PC of 7th level or higher, the target will receive a vial of the vampire’s blood that can be drunk within the next 30 seconds to turn them into a vampire. If not drunk within 30 seconds, the blood will simply evaporate.
Vampire Abilities when using the Vampire Abilities item on self
1. Alternate Form - Once per day a vampire may assume the shape of a bat, wolf (Level 7+), dire bat (Level 8+), or dire wolf (Level 10+). While in any alternate form, the vampire loses its natural abilities but it gains the natural weapons and extraordinary special attacks of its new form. However, vampires in alternate form are still susceptible to all the weaknesses of vampire in normal form.
2. Mist Form - Many young vampires will be forced to this form when they die, but cannot turn into a mist at will until they are much stronger vampire (Level 17+). In mist form the vampire cannot do any damage, cast spells, or equip items, but can only be hurt by Area of Effect spells. Mist form will also allow a vampire to go through locked doors as well.
3. Children of the Night - Vampires command the lesser creatures of the world and can call forth a rat swarm (Level 7+), bat swarm (Level 9+), or a pack of wolves (Level 11+) once per day. These creatures arrive in 2d6 rounds and remain for up to 1 hour before dispersing. The vampire does not have direct control over them, however they will be friendly toward it and they will attack any neutral NPCs or PCs around the location they were summoned.
Rat Swarm: 4d4 rats with half damage from slashing and piercing attacks, and a disease attack.
Bat Swarm: 4d3 bats with Blindsense, immunity to slashing, piercing, and bludgeoning damage, and a wounding attack.
Wolf Pack: 3d3 wolves with typical stats and abilities.
4. Vampire Bite Attack - When fighting without a weapon, the vampire automatically uses its normal unarmed attack. However, if this option is selected, when they are unarmed they instead use their vampire bite. Creatures that are hit with it and fail a saving throw are drained 2 levels. Each level drained provides the vampire the benefits of vampiric regeneration.
Vampire Abilities when using the Vampire Abilities item on an open location
1. Vampires can target an open area on the ground 10-25 meters away and jump to it (Level 15+)
Epic Vampire Abilities
Through adventuring, research, or some other method, Elder Vampires may receive a 'Book of Elder Vampire Advancement'. Using the book will allow the vampire to choose an epic ability to apply to itself.
1. Sunproof - With the ability the epic vampire has acquired enough power to prevent sunlight from harming them. However, it makes them rather noticeable though as all light will stay away from them...
2. Blood of the Land - This allows the epic vampire to never need worry about thirsting for blood again, in fact you absorb the blood spilt in ages past from the soil giving them constant regeneration. This may be taken twice to double the vampire’s regeneration rate.
3. Holy Vampire - If the vampire has managed to work itself back to good alignment, it may be healed by healing potions and spells again by taking this ability. The vampire will get the best of both worlds since it can be healed by both negative and positive energy.
4. Look of Hunger - With a glance the epic vampire can pull the blood of the wounded to it. This heals the vampire half of the damage that its target has taken. As with using your fangs, the extra blood will be stored automatically. This may be taken twice to double the uses per day.
5. Unturnable - The epic vampire can never be turned by the Turn Undead cleric ability.
Items of Note
1. Garlic - If a vampire touches garlic it will immediately recoil in pain, become disoriented for a short time, and drop it. Non-vampires can use garlic on a vampire’s coffin to make the vampire’s current or next rest not heal them at all. Furthermore, anyone that has used garlic is immune to a vampire’s gaze and to being bitten by one while under its affect.
2. Holy Water - Holy Water will explode and damage any vampire that picks it up. It will also affect PC vampires like it affects undead when someone throws it at or near them. If it is used on a vampire’s coffin while a vampire is sleeping within it, they will wake up at half health. If it is used on the vampire’s coffin while it is empty, it will either harm them when they enter it next or (25% chance) make their coffin explode, damaging everyone around it.
3. Wooden Stake - If a wooden stake is used on a vampire in their coffin, it will be utterly destroyed.
4. Silver - Any silver item cannot be held by a vampire, and hurts them when they pick it up. They then drop it instantly.
5. Wild Rose - As a vampire, the wild rose will wilt and burn with divine power if picked up. Others can use the wild rose to seal a vampire’s coffin. A sealed coffin cannot be entered or left by a vampire for at least 4 hours [+1 hr/lvl Paladin, +2 hr/lvl Cleric or Druid] of the sealer. If locked within the coffin the vampire will still get out, but will awaken at greatly reduced health and its coffin will still be sealed. Remember, a vampire will permanently die if killed without access to its coffin.
6. Sunstone - A minor tool, the sunstone will warm as the sun rises and cool as night arrives. As such, it is invaluable to vampires and any other creatures which cannot survive in sunlight.
7. Vampirism Cure - This extremely rare elixir will cure a vampire of vampirism.
Spell Modifications
The following spells and spell abilities have been modified to affect Vampire PC the same as they affect all other undead NPC creatures.
1. Circle of Doom - Heals undead PCs
2. Cure Minor Wounds - Harms undead PCs
3. Cure Light Wounds - Harms undead PCs
4. Cure Moderate Wounds - Harms undead PCs
5. Cure Serious Wounds - Harms undead PCs
6. Cure Critical Wounds - Harms undead PCs
7. Drown - Undead PCs are immune to this spell
8. Greater Restoration - In addition to normal benefits, this also restores lost vampire PC abilities. Vampire PCs do not receiving healing benefits from this spell however
9. Harm - Greatly heals undead PCs
10. Heal - Greatly harms undead PCs
11. Healing Circle - Harms undead PCs
12. Healing Sting - Undead PCs are immune to this spell
13. Holy Energy Monster Pulse Attacks - Harms undead PCs
14. Horrid Wilting - Undead PCs are immune to this spell
15. Inflict Minor Wounds - Heals undead PCs
16. Inflict Light Wounds - Heals undead PCs
17. Inflict Moderate Wounds - Heals undead PCs
18. Inflict Serious Wounds - Heals undead PCs
19. Inflict Critical Wounds - Heals undead PCs
20. Lesser Restoration - In addition to normal benefits, this also restores lost vampire PC abilities
21. Mass Heal - Harms undead PCs
22. Negative Energy Burst - Heals undead PCs
23. Negative Energy Ray - Heals undead PCs
24. Negative Energy Monster Pulse Attacks - Heals undead PCs
25. Negative Energy Dragon Breath Attacks - Heals undead PCs
26. Restoration - In addition to normal benefits, this also restores lost undead PC abilities
27. Searing Light - Undead PCs affected by this spell have additional undead damage applied to them
28. Stone Bones - Grants an AC bonus to undead PCs
29. Sunbeam - Undead PCs affected by this spell have additional damage applied to them
30. Sunburst - Undead PCs affected by this spell have additional damage applied to them
31. Turn/Rebuke Undead - Undead PCs may be turned, stunned, or dominated by clerics just as regular undead
32. Undeath to Death - Destroys an undead PC’s physical form. If the vampire has no coffin placed, it will be utterly destroyed
33. Vampiric Touch - Undead PCs are immune to this spell
Vampire Hunters
Vampire Hunters will pursue PC Vampires and employ a variety of tactics. These may include liberal use alchemist fire, holy water, wild roses and garlic in their attacks. They may taint, seal, or even destroy a vampire’s coffin before attacking them - or even wait for the vampire to rest and then employ holy water, a wild rose, or even a wooden stake. The frequency and likelihood of these attacks can be minimized by cautious PC Vampire players though...
Tips for PC Vampires
1. Never, ever, ever logout in an exterior area or in a player-owned building! You never know when you log back in if it will be daylight or not.
2. Take extra precautions not to be observed while feeding. If others see you drinking blood and *especially* feeding on live creatures, the chance that vampire hunters find and attack you increases dramatically.
3. If you are observed using certain abilities that are typically associated with vampires, the rumors will begin to circulate about you and the chance that vampire hunters find and attack you will increase.
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves. When an individual becomes a vampire, their skin is drained of all color as well. Like liches, they often embrace finery and decadence and may assume the guise of nobility.
A vampire retains all the abilities it had in life, plus it gains the ability to drain blood and life energy, and dominate other creatures with its gaze. A vampire can also command rats, bats, and wolves - or take their forms, among many other benefits.
However, it also suffers several weaknesses. Chief among these is the fact it can never look on the sun again and will be utterly destroyed if caught in sunlight. It is also bound to its coffin and must return to it in order to rest. Furthermore, it is susceptible to wooden stakes, garlic, silver, holy water, and running water since these elements can cause severe damage to, or even possibly destroy, the creature.
Vampires in the Thay PW fall into four categories - Fledgling Vampire, True Vampire, Master Vampire, and Elder Vampire. Depending on the category the vampire is in, it may receive a bonus or access to certain abilities. All vampires though have an Effective Class Level (ECL) of +4, making it more difficult for them to earn XP and level up.
Becoming a Vampire
A PC can be bitten, and possibly killed due to blood loss, by a hostile PC vampire if immobilized or put to sleep; but a PC can never be forcibly turned into a vampire. However, for willing PCs of 7th level of higher, there is one way for to become a vampire, with two variations.
1. Drink a vial of Vampire Blood.
2. Willingly drink the fresh blood of another PC vampire who is at least 13th level.
Turning another PC into a vampire is not a decision to be taken lightly. Attempting to create another PC vampire tears heavily at the existing PC vampire’s soul since a part of them is literally being transferred to the new vampire during its transformation. This results in the existing vampire sacrificing 10-15% of total XP, a permanent loss of 2 points in a random ability, and a permanent loss of 10-15 hit points.
Vampire Covens
A new PC vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a PC vampire may have enslaved other PC vampires totaling no more than twice its own level; any PC vampire it creates that would exceed this limit are created as free-willed vampires.
A vampire that is enslaved may create and enslave vampires of its own, so a master vampire can control a number of lesser vampires and form a coven in this fashion. However, enslaved PC Vampires can never become true Vampire Masters or Vampire Elders. A vampire may voluntarily free an enslaved vampire, but once freed, it cannot be enslaved again.
Note: PCs who become vampires must roleplay they are subservient to the vampire that created them, and obey its commands until either freed or their master is destroyed.
Thoughts in Regard to Becoming a Vampire
Please carefully cover all the details in this guide before pursuing the path of vampirism. Players with PC Vampires need to understand that they are not just playing a normal PC with super-stats and abilities, but rather a creature of darkness unlike other PCs. They are still not a normal part of the admittedly abnormal and twisted Thayan society. Thayans will fear and mistrust them if they find out their true nature.
Next, while the physical prowess of a PC Vampire is unmatched by virtually any ‘normal’ PC, many in-game aspects will make life very difficult for PC Vampires. Encounters will be harder for Vampire PCs. XP that PC Vampires receive will also be lower than for non-vampire PCs at the same level. Notoriety will be achieved at a slower rate. NPC Vampire Hunters will pursue, attack, and may even trap and/or utterly destroy unlucky or careless vampires.
Because of these factors, it is not recommended your primary PCs become vampires because the vampire mortality rate is high. If you decide to play a PC vampire character, simply do it for the fun and challenge of trying something new and enjoy what time you have playing it. In all likelihood it will not survive terribly long.
Coffins
A vampire must have a coffin to survive. A vampire can ONLY rest in its claimed coffin, and must quickly return to it to avoid being utterly destroyed when its corporeal form is damaged beyond usability. Vampires can find coffins or buy them at certain shops. In addition, if the vampire’s level is higher than another vampire’s, it can claim the lesser vampire’s coffin while they are away.
A coffin does not do anything if it is in the vampire’s inventory and not placed upon the ground. To place a coffin, ‘use’ it on an open area on the ground where it is wanted. Once placed, the coffin may be clicked on for options that can be performed on it by vampires and by others.
Note that vampires in Mist Form, or another alternate form, cannot place a coffin.
Coffin Options
1. Rest in it - This is just like non-vampire PCs resting on a bed, except the vampire PC rests within the coffin.
2. Claim it - If the coffin is unclaimed or claimed by a lesser vampire, a vampire can claim the coffin as its own. Note that if a vampire claims a coffin while it already possesses another one, it will lose the claim on its old coffin.
3. Pick it up – The coffin is placed in the character’s inventory. Note that a vampire can no longer rest or recover from 'death' if the coffin is not placed.
4. Taint the coffin - If a PC is not a vampire, he can taint a coffin with holy water, garlic, or a wild rose. A vampire has a chance of detecting a tainted coffin based upon their intelligence and wisdom. If the taint is detected the vampire can remove the taint with a blast of its own unholy power. Of course, if the vampire 'died' and is being reconstituted within their coffin, it will be affected by the taint no matter what.
Blood
Vampires do not suffer from the affects of Hunger, Thirst, and Fatigue (HTF), however they MUST drink blood at least once every 3 hours or they will grow weaker. In addition, PC vampires do not gain regenerative abilities unless they have recently drunk blood. Vampires can get blood by using their ‘Vampire Abilities’ item on immobilized NPCs or PCs to access the Blood Drain ability, or by acquiring bottled blood from a merchant or fellow vampire.
Blood comes in different varieties, but must be from a humanoid source.
1. Normal Blood - Will slowly regenerate a vampire’s health.
2. Impure Blood - Will slowly regenerate a little health but will attempt to poison or disease the vampire.
3. Blood of a Child - Very slow, but very long term regeneration of a vampire’s health.
4. Blood of a Virgin - An extremely strong and fast regeneration a vampire’s health.
5. Vampire Blood - Besides turning individuals into vampires, a vampire’s lifeblood can give another vampire extreme regeneration abilities, as well as a boost of temporary hit points.
When a vampire draws blood, it will be unidentified. A vampire may take a risk and drink the blood anyway, or the unidentified blood may be taken to certain merchants to be labeled.
Vials of Preservation
When draining blood, a vampire can store the excess in bottles for later use. In order to do this, the vampire must possess Vials of Preservation to store the extra blood. Any excess blood that is bottled must be taken to a merchant who can identify it if the vampire wants it labeled.
Vampire Weaknesses
Repelling a Vampire
1. Vampires cannot tolerate the strong odor of garlic, and will not enter an area laced with it. Additionally, they will not be able to bite or dominate any individual who has recently consumed it.
2. Similarly, vampires recoil from a mirror or a strongly presented holy symbol. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter.
3. Vampires are also unable to cross running water such as rivers or streams, although they can be carried over it while resting in their coffins or aboard a ship.
4. Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Note: PC Vampires are expected to RP various situations where they would be repelled, like avoiding garlic, recoiling from mirrors and holy symbols, and not entering certain buildings (especially PC houses) unless invited.
Slaying a Vampire
Death as a vampire is a permanent and utter death. When utter death occurs, a vampire’s soul is sent to Oblivion, and not even a Raise Dead or Resurrection spell can bring them back to ‘unlife’.
1. If reduced to 0 or fewer hit points in combat or via the Turn Undead ability, a PC vampire automatically assumes mist form. The vampire must then make its way back to coffin within 2 game hours (30 minutes real-time) or be utterly destroyed. If the vampire has not placed a coffin, or the coffin was destroyed prior to or while the vampire is in mist form, its mist form will dissipate and it will be utterly destroyed.
2. Any vampire exposed to direct sunlight will be heavily damaged. It must find shelter from the sun within the next two rounds or be destroyed.
3. Immersing a vampire in running water such as a fountain, river, or stream robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.
4. Driving a wooden stake through a vampire’s heart while it is in its coffin instantly slays the monster.
Other Considerations
1. Vampire PCs may only have a Bat familiar. All other types of familiars will be terrified of what their master has become and flee its presence.
2. Likewise, vampire PCs may only have a Wolf, Dire Rat, or Dire Wolf animal companion. All other types of animal companions will be terrified of what their master has become and flee its presence.
Vampire Abilities
Vampirism in Thay provides most of the benefits and drawbacks as described in the D&D Monster Manual. Some abilities (as detailed below) may become better or only become available as the vampire’s overall strength increases.
Active Vampire Abilities
1. Abilities - Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4
2. Skills - Vampires have a +8 bonus on Bluff, Hide, Listen, Move Silently, Search, and Spot checks
3. Feats - Vampires gain Alertness, Dodge, and a +2 bonus to Reflex saves to simulate Lightning Reflexes
4. Armor Class - The vampire’s natural armor bonus improves by +6
5. Resistances - A vampire has damage reduction 10/+1, resistance to cold 10/- and electricity 10/-, and a +4 to Turn Resistance
7. Movement Increase - Vampires are very quick and have an increased movement rate (Level 7+) which improves as the vampire grows in strength
8. Regeneration - For game balance purposes, PC Vampires do not continually regenerate hit points. To regenerate hit points, the PC vampire must use the Blood Drain ability or drink a vial of blood. This then provides regeneration at a rate and for a length of time dependant on the type of the blood consumed.
Vampire Abilities when using the Vampire Abilities item on a target
1. Blood Drain - If a humanoid victim is immobilized, a vampire may drain the victim of its blood, dealing 1d4 points of constitution damage and adding temporary hit points to the vampire. This also activates the Vampire’s regenerative ability for a time. The vampire may also choose to drain all of the victim’s blood, kill it, and store the excess blood using empty Vials of Preservation for use at a later time.
2. Vampire Gaze - A vampire can crush an opponent’s will just by looking onto his or her eyes. Any humanoid the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate spell.
3. Create Vampire Spawn (Level 7+) - If a humanoid victim is immobilized, a vampire may drain the victim of its blood, kill it, and turn it into a Vampire Spawn. This option may only be used once per day on a NPC and will drain 25 XP from the vampire.
4. Create Vampire (Level 13+) - If a humanoid victim of 7 or more Hit Dice is immobilized, a vampire may drain the victim of its blood, kill it, and turn it into a Vampire. This option may only be used once per day on a NPC and will drain 50 XP from the vampire. If used on a friendly PC of 7th level or higher, the target will receive a vial of the vampire’s blood that can be drunk within the next 30 seconds to turn them into a vampire. If not drunk within 30 seconds, the blood will simply evaporate.
Vampire Abilities when using the Vampire Abilities item on self
1. Alternate Form - Once per day a vampire may assume the shape of a bat, wolf (Level 7+), dire bat (Level 8+), or dire wolf (Level 10+). While in any alternate form, the vampire loses its natural abilities but it gains the natural weapons and extraordinary special attacks of its new form. However, vampires in alternate form are still susceptible to all the weaknesses of vampire in normal form.
2. Mist Form - Many young vampires will be forced to this form when they die, but cannot turn into a mist at will until they are much stronger vampire (Level 17+). In mist form the vampire cannot do any damage, cast spells, or equip items, but can only be hurt by Area of Effect spells. Mist form will also allow a vampire to go through locked doors as well.
3. Children of the Night - Vampires command the lesser creatures of the world and can call forth a rat swarm (Level 7+), bat swarm (Level 9+), or a pack of wolves (Level 11+) once per day. These creatures arrive in 2d6 rounds and remain for up to 1 hour before dispersing. The vampire does not have direct control over them, however they will be friendly toward it and they will attack any neutral NPCs or PCs around the location they were summoned.
Rat Swarm: 4d4 rats with half damage from slashing and piercing attacks, and a disease attack.
Bat Swarm: 4d3 bats with Blindsense, immunity to slashing, piercing, and bludgeoning damage, and a wounding attack.
Wolf Pack: 3d3 wolves with typical stats and abilities.
4. Vampire Bite Attack - When fighting without a weapon, the vampire automatically uses its normal unarmed attack. However, if this option is selected, when they are unarmed they instead use their vampire bite. Creatures that are hit with it and fail a saving throw are drained 2 levels. Each level drained provides the vampire the benefits of vampiric regeneration.
Vampire Abilities when using the Vampire Abilities item on an open location
1. Vampires can target an open area on the ground 10-25 meters away and jump to it (Level 15+)
Epic Vampire Abilities
Through adventuring, research, or some other method, Elder Vampires may receive a 'Book of Elder Vampire Advancement'. Using the book will allow the vampire to choose an epic ability to apply to itself.
1. Sunproof - With the ability the epic vampire has acquired enough power to prevent sunlight from harming them. However, it makes them rather noticeable though as all light will stay away from them...
2. Blood of the Land - This allows the epic vampire to never need worry about thirsting for blood again, in fact you absorb the blood spilt in ages past from the soil giving them constant regeneration. This may be taken twice to double the vampire’s regeneration rate.
3. Holy Vampire - If the vampire has managed to work itself back to good alignment, it may be healed by healing potions and spells again by taking this ability. The vampire will get the best of both worlds since it can be healed by both negative and positive energy.
4. Look of Hunger - With a glance the epic vampire can pull the blood of the wounded to it. This heals the vampire half of the damage that its target has taken. As with using your fangs, the extra blood will be stored automatically. This may be taken twice to double the uses per day.
5. Unturnable - The epic vampire can never be turned by the Turn Undead cleric ability.
Items of Note
1. Garlic - If a vampire touches garlic it will immediately recoil in pain, become disoriented for a short time, and drop it. Non-vampires can use garlic on a vampire’s coffin to make the vampire’s current or next rest not heal them at all. Furthermore, anyone that has used garlic is immune to a vampire’s gaze and to being bitten by one while under its affect.
2. Holy Water - Holy Water will explode and damage any vampire that picks it up. It will also affect PC vampires like it affects undead when someone throws it at or near them. If it is used on a vampire’s coffin while a vampire is sleeping within it, they will wake up at half health. If it is used on the vampire’s coffin while it is empty, it will either harm them when they enter it next or (25% chance) make their coffin explode, damaging everyone around it.
3. Wooden Stake - If a wooden stake is used on a vampire in their coffin, it will be utterly destroyed.
4. Silver - Any silver item cannot be held by a vampire, and hurts them when they pick it up. They then drop it instantly.
5. Wild Rose - As a vampire, the wild rose will wilt and burn with divine power if picked up. Others can use the wild rose to seal a vampire’s coffin. A sealed coffin cannot be entered or left by a vampire for at least 4 hours [+1 hr/lvl Paladin, +2 hr/lvl Cleric or Druid] of the sealer. If locked within the coffin the vampire will still get out, but will awaken at greatly reduced health and its coffin will still be sealed. Remember, a vampire will permanently die if killed without access to its coffin.
6. Sunstone - A minor tool, the sunstone will warm as the sun rises and cool as night arrives. As such, it is invaluable to vampires and any other creatures which cannot survive in sunlight.
7. Vampirism Cure - This extremely rare elixir will cure a vampire of vampirism.
Spell Modifications
The following spells and spell abilities have been modified to affect Vampire PC the same as they affect all other undead NPC creatures.
1. Circle of Doom - Heals undead PCs
2. Cure Minor Wounds - Harms undead PCs
3. Cure Light Wounds - Harms undead PCs
4. Cure Moderate Wounds - Harms undead PCs
5. Cure Serious Wounds - Harms undead PCs
6. Cure Critical Wounds - Harms undead PCs
7. Drown - Undead PCs are immune to this spell
8. Greater Restoration - In addition to normal benefits, this also restores lost vampire PC abilities. Vampire PCs do not receiving healing benefits from this spell however
9. Harm - Greatly heals undead PCs
10. Heal - Greatly harms undead PCs
11. Healing Circle - Harms undead PCs
12. Healing Sting - Undead PCs are immune to this spell
13. Holy Energy Monster Pulse Attacks - Harms undead PCs
14. Horrid Wilting - Undead PCs are immune to this spell
15. Inflict Minor Wounds - Heals undead PCs
16. Inflict Light Wounds - Heals undead PCs
17. Inflict Moderate Wounds - Heals undead PCs
18. Inflict Serious Wounds - Heals undead PCs
19. Inflict Critical Wounds - Heals undead PCs
20. Lesser Restoration - In addition to normal benefits, this also restores lost vampire PC abilities
21. Mass Heal - Harms undead PCs
22. Negative Energy Burst - Heals undead PCs
23. Negative Energy Ray - Heals undead PCs
24. Negative Energy Monster Pulse Attacks - Heals undead PCs
25. Negative Energy Dragon Breath Attacks - Heals undead PCs
26. Restoration - In addition to normal benefits, this also restores lost undead PC abilities
27. Searing Light - Undead PCs affected by this spell have additional undead damage applied to them
28. Stone Bones - Grants an AC bonus to undead PCs
29. Sunbeam - Undead PCs affected by this spell have additional damage applied to them
30. Sunburst - Undead PCs affected by this spell have additional damage applied to them
31. Turn/Rebuke Undead - Undead PCs may be turned, stunned, or dominated by clerics just as regular undead
32. Undeath to Death - Destroys an undead PC’s physical form. If the vampire has no coffin placed, it will be utterly destroyed
33. Vampiric Touch - Undead PCs are immune to this spell
Vampire Hunters
Vampire Hunters will pursue PC Vampires and employ a variety of tactics. These may include liberal use alchemist fire, holy water, wild roses and garlic in their attacks. They may taint, seal, or even destroy a vampire’s coffin before attacking them - or even wait for the vampire to rest and then employ holy water, a wild rose, or even a wooden stake. The frequency and likelihood of these attacks can be minimized by cautious PC Vampire players though...
Tips for PC Vampires
1. Never, ever, ever logout in an exterior area or in a player-owned building! You never know when you log back in if it will be daylight or not.
2. Take extra precautions not to be observed while feeding. If others see you drinking blood and *especially* feeding on live creatures, the chance that vampire hunters find and attack you increases dramatically.
3. If you are observed using certain abilities that are typically associated with vampires, the rumors will begin to circulate about you and the chance that vampire hunters find and attack you will increase.