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 Vampire

Vampire

     These blood-drinking undead creatures of legend, attributed with both a bestial side and a romantic, gallant, gothic attitude, have fascinated the morbid minds of modern society for decades. Having been a mere human once that has existed for far longer than any mortal in a state that neither allows rest nor redemption, vampires are innately passionate beings who have tried to detach themselves from society, yet rarely succeeded. While playing cool and elevated, the vampire’s worst enemy is ennui, eternal boredom and getting lost in fading memories. Consequently, vampires continue to get involved in the circles of mortals, who seem far weaker, yet full of life.

Hit Dice and Ability Scores
A Vampire uses d10 Hit Dice.

     As their state imbues them with astounding physical abilities, most Vampires gain a stunning confidence, represented by a high Charisma score. Besides, one does not live for that long without learning a few things, thus a high Intelligence is recommended.

Class  Skills and Skill Points

The Vampire’s class skills (and the key Ability for each) are:

Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any non-modern - Int), Listen (Wis), Move Silently (Dex), Power Usage (Varies), Ride (Dex), Search (Int), Seduction (Cha), Speak Languages (Int), Spot (Wis), Tumble (Dex), Archery (N/A), Melee Attack (N/A), Melee Defence (N/A), Unarmed Attack (N/A), Unarmed Defence (N/A)

The Vampire gets 2 + Int modifier Skill Points per level.

Lvl

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Natural Weapons (fangs) +1, Superstrength +1

2

+1

+0

+3

+0

Heightened Awareness +1, Speed +1, Sixth Sense (blood) +1

3

+2

+1

+3

+1

Armour +1

4

+3

+1

+4

+1

Regeneration +1

5

+3

+1

+4

+1

Contamination +1

6

+4

+2

+5

+2

+2 Character Points, Frightful Presence Feat

7

+5

+2

+5

+2

Speed +1, Jumping +1, Special Movement (Cat-Like) +1

8

+6/+1

+2

+6

+2

Armour +1

9

+6/+1

+3

+6

+3

Regeneration +1

10

+7/+2

+3

+7

+3

Contamination +1

11

+8/+3

+3

+7

+3

+2 Character Points, Telepathy (with Spawns) +1

12

+9/+4

+4

+8

+4

Speed +1, Special Movement (Wall-Crawling) +1

13

+9/+4

+4

+8

+4

Armour +1

14

+10/+5

+4

+9

+4

Regeneration +1

15

+11/+6/+1

+5

+9

+5

Contamination +1

16

+12/+7/+2

+5

+10

+5

+2 Character points, Swarm +1

17

+12/+7/+2

+5

+10

+5

Speed +1, Flight (Glider) +1

18

+13/+8/+3

+6

+11

+6

Armour +1

19

+14/+9/+4

+6

+11

+6

Regeneration +1

20

+15/+10/+5

+6

+12

+6

Contamination +1

Special Note

     Legend has it that Vampires can’t stand sunlight (or are weaker when exposed to it), garlic, holy symbols, cast no reflection, can’t cross running water or enter a home without being invited. Whether some or all of these legends are true, depends on the individual Vampire character and the Defects chosen. However, a Vampire character has to take two points worth of corresponding Defects (without gaining any bonus points) to take the first level in this class. Furthermore, a Vampire always has the Special Requirement Defect (blood, level 2). The bonus points gained by the Defects are used to buy the Vampire’s blood-draining Special Attack (Vampiric [2 slots], Linked [fangs], Melee, Toxic).

     In order to take levels in this class, a character must have acquired the Undead racial template.

by CoffeeFiend
written for Campaign Setting "Big Darkness, Small World"


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