Author Topic: Rebuilding Strahd von Zarovich. + New Vampire template  (Read 4076 times)

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Shinzen

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Rebuilding Strahd von Zarovich. + New Vampire template
« on: April 24, 2010, 08:49:10 PM »
As mentioned in the title, I am currently DMing Expedition to Castle RavenloftSize and TypeHit Dice
Increase all current and future Hit Dice to d12s.

Speed
Same as the base creature. If the base creature has a swim speed, the true vampire retains the ability to swim and is not vulnerable to immersion in running water (see below). The true vampire gains a fly speed of 40 feet (perfect). (See Flight below)

Armor ClassAttackFull Attack

A true vampire fighting without weapons uses either its claw attacks (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a claw or other natural weapon as a natural secondary attack.

DamageSpecial AttacksBlood Drain (Ex)
A true vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 4 points of Constitution drain each round the pin is maintained. On each such successful attack, the true vampire gains 15 temporary hit points.

Children of the Night (Su)
True vampires command the lesser creatures of the world and can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 1d4 rounds and serve the true vampire for up to 1 hour. Alternatively, the true vampire can expend one use of this ability to take the form of a  bat, rat, or wolf. This transformation functions as the polymorph spell, except it lasts until sunrise. This ability is useable twice per night.

Dominate (SuCreate Spawn (SuSpecial Qualities

A true vampire retains all the special qualities of the base creature and gains those described below.

Damage Reduction (SuFast Healing (Ex)
A true vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 12 hours or be utterly destroyed. (It can travel up to ninety miles in 12 hours.) Any additional damage dealt to a true vampire forced into gaseous form has no effect. Once at rest in its coffin, a true vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. A spellcasting true vampire can also cast spells which would bring it to it's coffin faster while in this gaseous form. (such as Fly, Teleport, etc.)

Gaseous Form (Su)
As a standard action, a true vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Resistances (Ex)
A true vampire has immunity to cold and resistance to fire, acid and electricity 10.

Flight (Su)
A true vampire can fly at will as the overland flight spell. This supernatural flight speed is suspended when the true vampire is in Gaseous Form, or changes to any other form through spellcasting.

Turn Resistance (Ex)
A true vampire has +8 turn resistance.

Unholy Toughness (Ex)
A true vampire gains a bonus to it's hit points equal to it's Charisma Modifier times it's Hit Dice.

Abilities
Increase from the base creature as follows: Str +8, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a true vampire has no Constitution score.

Skills
True vampires have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

FeatsEnvironment
Any, usually same as base creature.

Organization
Solitary.

Challenge Rating
Same as the base creature +2 (1-14 HD). +4 (15+HD)

Treasure
Double standard.

Alignment
Usually evil (any).

Advancement
By character class.

Level Adjustment
Same as the base creature +3 (1-14HD), +4 (15+HD)

Vampire Weaknesses

True Vampires share some of the weaknesses of the weaker normal vampires, however, as they grow in strength, these weaknesses slowly disappear:

Repelling a True VampireSlaying a True Vampire
Creating a True Vampire:

True Vampires do not spontaneously rise into being, nor are normal vampires related directly to them. A true vampire can only be created in one of two ways; first by an existing true vampire's Create Spawn ability on a target of 11 or more hit dice. Second, by application of a ritual which requires an arcane or divine spellcaster of at least 11th level who has access to the Create Undead spell, as well as the Corpsecrafter feat (Libris Mortis).  The bonuses normally applied by the Corpsecrafter feat, or creation in a Desecrated area are subsumed by the template and do not apply to the created true vampire. The subject of this ritual must be a creature which qualifies for the template (humanoid or monstrous humanoid) and must have at least 5 hit dice. This process also requires 100,000 gp of magical reagents and takes an uninterrupted 8 hours to perform. If the ritual is interrupted, the caster must make a Concentration check (DC 30). If this check fails, the subject of the spell then must make a Fortitude save (DC 28) or die instantly. If the ritual is interrupted (whether or not either of the above checks pass) half of the magical reagents are ruined. The other half can be re-used. Using this ritual also drains the caster of all of his remaining prepared spells or spell slots of the highest three levels he can cast for one week after the ritual is completed successfully.
If the ritual time completes, the caster must make a Concentration check (DC 25), if this is successful, the ritual completes successfully and the target is knocked unconscious (no save) and awakens 1d4 hours later as a true vampire. If it fails, the ritual is considered interrupted (see above). The caster of the ritual can also be the target of the ritual.

The ritual is extremely rare, and the only known place where it is recorded is within the Book of Vile Darkness. It may exist in other tomes, but it's original creator and any other known sources have been lost.[/spoiler]

So, based on this, I'd like to rebuild Strahd as a gish as I said. I have some experience with optimization, but I'd like to get a second opinion on the template above as well as my ideas for a new Strahd. First of all, I don't agree with the campaign book which states that what amounts to a permanent set of resist energy, greater mage armor, nondetection buffs is worth a +3 CR.

The only thing I know for a fact so far is that I'll be using the Abjurant Champion from CM. Too good to pass up for a gish that is.

Any thoughts on the template or changes to Strahd, I'd be glad to hear.

Negative Zero

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Re: Rebuilding Strahd von Zarovich. + New Vampire template
« Reply #1 on: April 24, 2010, 09:25:27 PM »
You could always give the Vampire Lord a try.

Shinzen

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Re: Rebuilding Strahd von Zarovich. + New Vampire template
« Reply #2 on: April 24, 2010, 09:30:38 PM »
I had looked at that, but it didn't fit the feel I was going for.

Oh, I forgot to mention, Strahd will be built as a 14th level character (not including the 3 LA for the template)

Caedrus

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Re: Rebuilding Strahd von Zarovich. + New Vampire template
« Reply #3 on: April 24, 2010, 10:00:23 PM »
Serendipitous. I am re-DM'ing EtCR at the moment, and I am in the process of reconstructing Strahd.

*Players (particularly my players) wishing to play this module, the following contains Spoilers*

My thoughts go like this:

1. Strahd needs minions closeby to act as meat-shields.
2. Strahd should keep in the theme of being scary and necromantic.
3. Strahd should be looking to perfect the undead (as he has done in the past).
4. Strahd should have a strong level of magic.
5. Strahd should like to see his enemies suffer, both mentally an physically, a cat stalking a wounded bird.
6. Strahd should have excellent knowledge of his Castle and Domain.

So, while I haven't finished his redesign yet, the following are on my list:

1. Necromancer 3 / Master Specialist X / Mindbender 1 / Dread Witch Y / Dungeon Lord Z. Strahd should know the Castle like the back of his hand, should be able to invade the thoughts of others, and be a great Necromancer; not to mention, scary as Hell.
2. Feats: These need an overhaul.
  2a.: Sanctum Spell. An obvious choice.
  2b.: Mindsight. Again, an obvious choice.
  2c.: Dreadful Wrath + Fell Frightening. Strahd should be terrifying.
  2d.: Fell Draining + Fell Weakening. In concert with Evards, this combination is ridiculous.
  2e.: Corpsecrafter + Deadly Chill + Hardened Flesh + Necromantic Presence + Necromantic Might + Nimble Bones + Destruction Retribution. This is important, as any Turn Undead (Lightbringer or Pathfinder modified to cause damage) will reflect back on the caster - they will not try to Turn Undead again!
3. Templates: Evolved Undead.
4. Equipment: Ransack MIC for anti-light-vulnerability.
5. Spells: Contingency, Blade of Pain and Fear, among others.

I hope this helps.

C.
Goodnight, Gentlemen; and Thank You.

Shinzen

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Re: Rebuilding Strahd von Zarovich. + New Vampire template
« Reply #4 on: April 24, 2010, 10:08:37 PM »
I Firmly agree with all of those six points, but I think it should be added that Strahd has no fear of physically wading in and destroying his enemies.

Your version seems to be a very good Dracula-esque Strahd, manipulating people and events from the top and rarely showing himself unless he has an advantage. I agree that this is a major part of his character, but as I said, I want to make him more of a warrior mage, able to both manipulate his pawns and move in to strike himself. My Strahd wants to create a dynasty of daylight walkers and slowly expand outwards.

Suzerain

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Re: Rebuilding Strahd von Zarovich. + New Vampire template
« Reply #5 on: April 24, 2010, 11:53:29 PM »
Well, I think Strahd might've retrained his levels in Paladin/Crusader/whatever. So if he's a Necromancer instead of a BSF now, that totally makes sense to me.