The Half-Vampire





The Half-Vampire is for all purposes considered a new race.  This "race" is the product of a human woman and a male vampire.  They cannot be the product of a male human and a vampiric female due to the fact that a female vampire can't carry children. This combination has only been known to occur among humans, so it is theorized that demihumans can't produce this new breed.

Alignment:
The alignment of a half-vampire tends to be some form of neutral or chaotic.  It cannot be lawful because of the nature of the seed that created it.

Age:
The aging of a Half-Vampire closely resembles that of a Half-Elf. Due to the dark blood flowing throughout the Half-Vampire's body, the creature can live longer than a normal human. However, the mortal blood the being attained from its mother delutes the more powerful blood of the being's father, resulting in just a slightly longer life than that of a human. The Half-Vampire's aging chart shows the results aging can have upon the creature

Half Vampire
Starting Age
Variable
Maximum Age Range
15
1d8
130+3d20


Aging Effects
Middle Age
Old Age
Venerable
64
85
130

It is interesting to note that the same, undead(negative energy) blood that allows the Half-Vampire to live longer also weakens the creatures overall health. So in essence the living blood of the creature's mother both harms and strengthens the being. It harms the creature by "giving" it mortality but also strengthens it with the blessing of living, moving blood allowing the creature to walk in the daylight and negating some of the other effects vampirism has upon a creature's body.

Classes permitted:
The avenger sub-class or the thief class.  Half-Vampires can only be these because these classes help them attain the abilities they need to vanquish the creatures whose dark blood they carry.

Personality:
Half-Vampires are individuals who are obsessed with killing the dread undead whose blood they carry.  This is due to the internal struggle that they must constantly battle in order to stay good of heart.  They feel that if they can rid the world of these creatures then maybe they can gain a permanent hold on their humanity.  They sometimes seek out vampires because of the pain and suffering their fathers caused their mortal mothers (this type of half-vampire tends to be from the avenger class due to the revenge they seek on behalf of their mothers).  These creatures carry out their daily lives constantly battling the internal desire to feed upon human blood and become the creatures they so hate. 

Ability Scores:
Half-Vampires add a +1 to their starting strength and charisma.  This is due to the side effects that the negative energy plane has created on their father's seed and the mysterious animalistic charisma that arises from their feral-like features.  But half-vampires suffer a -2 to their initial constitution due to the weakened blood that courses through their veins,
Half-Vampires can have a maximum strength of 19, a maximum charisma of 18, and a maximum constitution of 16.

Special Abilities:
+2 bonus on saves involving sleep or charm, can opt to use "natural weaponry" meaning the half-vampire can claw, claw, bite( the damage is  1d4+2/1d4+2/ 1d2), if the half-vampire chooses to sleep in a coffin, they receive the following:
The half-vampire needs to sleep for only 4 hours to be fully rested and upon wakening gains 2 hit points of health instead of the traditional 1.

Special hindrances:
Half-Vampires have unusually long finger nails, which is why they can do claw damage( it should also be noted that these beings have longer incisors than regular humans, although not so long as to make them stand out).  To the local populace, this could cause mixed reactions.  The Dm should feel free to penalize the player's reaction adjustment as they see fit.  Secondly, half-vampires have an extreme dislike for mirrors, garlic, and running water.  These items don't cause the half-vampire damage in any way, they are just found to be repulsive by the half-vampire. 
Another hindrance a half-vampire receives is that they can only hold holy symbols for 2d4 rounds at a time, after this the holy symbol starts to burn their skin and they take damage.  This is caused by the half-vampire's unholy blood.  Lastly, a half-vampire takes half damage from holy water.  This is due to the reaction of the half-vampire's vampiric blood to the sanctified water.

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