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== Role: Frontline ==
== Nathaniel Winter III ==
* [[Wild:Nathaniel Winter/Personality Profile|Nathaniel Winter/Personality Profile]]
* [[Wild:Nathaniel Winter/Logsheet|Nathaniel Winter/Logsheet]]
* [[Wild:Nathaniel Winter/Patron Deity|Nathaniel Winter/Patron Deity]]
* [[Wild:Nathaniel Winter/Race and Template|Nathaniel Winter/Race and Template]]


Soulknife 1/Psychic Warrior X
=== Build (ECL4) ===
Monk 1/Binder 1<br/>
LN Medium Humanoid (Hellbred)<br/>
'''Init''' +6; '''Senses:''' Listen +5; Spot +5
<hr>
'''AC:''' 20; '''Touch:''' 12; '''Flat-footed:''' 16<br/>(+2 dex; +2 natural; +4 armor; +2 buckler)<br/>
'''HP:''' 12+1d8 (2d8+4)<br/>
'''Fast Healing 1''' When less than half HP<br/>
'''DR''' 5/silver or magic<br/>
'''Fort:''' +5, '''Ref''' +2, '''Will''' +2<br/>
+4 vs Poison<br/>
'''Resist''' Cold 5/Electricity 5
<hr>
'''Speed:''' 40'<br/>
'''Melee:''' Morningstar +4 (1d8+2 b-p / 20&times;2) and Slam -2 (1d6+2 magic / 20&times;2) <br/>
'''Melee:''' Slam +3 (1d6+2 magic / 20&times;2) <br/>
'''Ranged:''' Light Crossbow +4 (1d8 p / 19&times;2 / 80') <br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +7<br/>
Each successful pin drains 1d4 Con, gain 5 temp HP
<hr>
'''Abilities''' Str 14+3 | Dex 14 +2 | Con 14+3 | Int 10 +0 | Wis 8+2 | Cha 15 +2 <br/>
*'''Feats'''<br/>
** 1: '''Improved Binding''' Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
** V: '''Improved Initiative'''
** HB: '''Devil's Favor''' 1/day; When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check.
** Monk1: '''Improved Unarmed Strike'''
** Monk1: '''Improved Grapple'''
*'''Skills'''
** Diplomacy +6
** Intimidate +8
+2 racial bonus on Bluff, Hide, Intimidate, Listen, Move Silently, and Spot<br/>
'''Language(s):''' Infernal, Common
<hr>
'''Items''' Light Crossbow, MW and 20 bolts (337gp); Chain shirt (100gp); Buckler +1 (1015gp); Boots of ''Longstrider'' (2000gp); Morningstar, MW (308gp); Total spent so far: 3670gp
<hr>
'''Weapon and Armor Proficiency:''' Proficiency with all simple weapons and the following are monk weapons—club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Light armor, but not with shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
 
=== Binder ===
 
'''Binding check +3''' (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty.
 
'''The Difficulty Class is 12''' for saving throws against any supernatural power granted by a vestige (10 + 1/2 your effective binder level + your Cha modifier).
 
=== Monk ===
 
'''AC Bonus (Ex)''' When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
 
'''Flurry of Blows''' Extra attack but all attacks suffer -2.
 
=== Racial ===
 
'''Blood Drain (Ex):''' Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can’t drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below. 
 
'''Blood Dependency (Ex):''' If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted. The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces exhaustion to fatigue. Only half-vampires with the blood drain special attack (see above) gain this special quality.
 
'''Fast Healing (Ex):''' A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
 
=== Hellbred (LA +0) ===
All hellbred share the following racial traits:
* '''Humanoid (Hellbred):''' Hellbred are humanoid creatures, despite their monstrous appearance.
* '''Infernal Mien (Ex):''' Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.
* '''Evil Exception (Ex):''' Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class’s code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin’s code of conduct, though using the weapon to kill another paladin would.
* '''Hellbound (Su):''' A devil has a claim on a hellbred’s soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.
* '''Devil’s Favor:''' A hellbred gains Devil’s Favor as a bonus feat for which it does not need to meet the prerequisite. See the new feats section later in this chapter for information on devil-touched feats.
* '''Infernal Aspect:''' Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.
**'''Body (Ex):''' A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a –2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind. At 4 HD, he gains a bonus devil-touched feat. At 14 HD, he gains another bonus devil-touched feat.
**'''Spirit (Su):''' A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a –2 penalty to Constitution. At 6 HD, his darkvision extends to 60 feet. At 9 HD, his darkvision extends to 120 feet. At 12 HD, he gains the ability to see in darkness, even that created by a deeper darkness spell. At 15 HD, he gains telepathy out to 100 feet. (See MM 316 for details.)
* '''Automatic Languages:''' Infernal. Hellbred gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before the Scourging.
* '''Favored Class:''' Paladin. A multiclass hellbred’s paladin class does not count when determining whether he takes an experience point penalty for multiclassing. Furthermore, hellbred paladins can leave that class and return to it without penalty.
 
=== Half-vampire (LA +2) ===
“Half-vampire” is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature’s size and type do not change. A half-vampire uses all the base creature’s statistics and special abilities except as noted here.
 
'''Armor Class:''' A half-vampire’s natural armor bonus improves by 2.
 
'''Attack:''' A half-vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the half-vampire retains this ability. A creature with natural weapons retains those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
 
'''Full Attack:''' A half-vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has one). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
 
'''Damage:''' A half-vampire has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the half-vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. 
 
'''Special Attacks:''' A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of 10 + 1/2 half-vampire’s HD + half-vampire’s Cha modifier unless otherwise noted.


* 1: Psionic Body (+2 hp per Psi Feat)
'''Charm Gaze (Su):''' Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire’s influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire’s charm gaze cannot be affected by that half vampire’s charm gaze for 24 hours. The ability has a range of 30 feet. 
* S1: WF (Mindblade); Wild Talent (Psionic subtype; 2pp)
* PW1: Psionic Weapon (Str 13; +2d6 dmg)
* 3: Studious <sup>Arcanis</sup> (+1 skill point per level)
* PW2: Improved Toughness
* 6: Expanded Knowledge (Energy Ray)
* PW5: Psionic Meditation


=== Requirements ===
'''Special Qualities:''' A half-vampire retains all the special qualities of the base creature and also gains those described below.
* Str 13 (Psionic Weapon)
* Wis = Power points
* Wis 13, Concentration 7 ranks (Psi Meditation)


=== Damage Output ===
'''Damage Reduction (Su):''' A half-vampire has damage reduction 5/silver or magic.
* [W] + 2d6 psi weapon


=== AC ===
'''Fast Healing (Ex):''' A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
* 23 = 4 stud [+1] + 5 dex + 2 nat + 2 shield


=== Equipment ===
'''Resistances (Ex):''' A half-vampire has resistance to cold 5 and electricity 5.
* Boots of ''Longstrider'' 2,000
* +1 stud 1,025


=== Stats ===
'''Abilities:''' Increase from the base creature as follows: Str +2, Dex +2, Cha +2.
<pre>
S: 15 + 1d4
D: 10
C: 15 + 1d4 + 2 racial
I: 10 + 1d4
W: 12
C: 8 - 4 racial
</pre>


== Duergar LA +1==
'''Skills:''' Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.  
*  +2 Constitution, -4 Charisma
* Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
* Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Darkvision out to 120 feet.
* Immunity to paralysis, phantasms, and poison.
* +2 racial bonus on saves against spells and spell-like effects.
* Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
* Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
* Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
* Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
* +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
* Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
* Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
* Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
* Favored Class: Fighter.
* Level Adjustment: +1.


== Imix-Blooded <sup>MM5</sup> LA +1 ==
'''Feats:''' A half-vampire gains Improved Initiative, if the base creature doesn’t already have that feat.  
“Imix-blooded” is an acquired template that can be added to any evil creature. A creature gains this template through service to Imix, Prince of Evil Fire Elementals. The creature must perform a great deed in the name of Imix, and then, when the signs and omens are promising, stand in a brass cauldron filled with oil and set it alight. If Imix is pleased, he appears and squeezes a single drop of his fiery blood into the cauldron, granting the creature this template.
* Subtype: An Imixblooded creature gains the fire subtype.
* Special Actions: An Imix-blooded creature gains the following special action.
** Imix’s Wrath (Su): An Imixblooded creature is wreathed in flames that don’t harm its equipment. Once per day, as a swift action, an Imix-blooded creature can cause fire to flow from its body over its weapons. All the creature’s melee attacks deal an extra 4 points of fire damage until the end of its turn. If an Imix-blooded creature casts a fire spell while affected by this quality, that spell deals an extra number of points of damage equal to the Imix-blooded creature’s caster level.
* Special Qualities: An Imix-blooded creature gains the following special qualities.
** Burn (Su): The fires that cloak an Imix-blooded creature lash out to harm those who would dare attack it. Any creature that hits an Imix-blooded foe with a melee attack takes 3 points of fire damage.
** Death Throes (Su): Imix is quick to reward those who follow him, but his fiery anger is legendary. When killed, an Imix-blooded creature explodes in a 30-foot-radius burst that deals fire damage to each creature or object in the area equal to 1d6 × 1/2 the Imix-blooded creature’s Challenge Rating. A successful Ref lex save (DC 10 + 1/2 the Imix-blooded creature’s HD + its Cha modifier) halves this damage.


'''Environment:''' Any, usually same as base creature.


== Crackle (ECL4) ==
'''Organization:''' Solitary.
Soulknife 1/Psychic Warrior 1<br/>
NE Medium Duergar [Psionic, Fire]<br/>
'''Init''' +0; '''Senses:''' Darkvision 120'; Listen +0; Spot +0<br/>
'''Aura''' Burn (3 fire to anyone who attacks Crackle in melee)
<hr>
'''AC:''' 20; '''Touch:''' 10; '''Flat-footed:''' 18<br/>(+8 armor; +2 Shield)<br/>
+4 vs Giants<br/>
'''HP:''' 00 (1d10+1d8+con+4psiBody)<br/>
'''Fort:''' +0, '''Ref''' +2, '''Will''' +2<br/>
+2 vs Spells<br/>
'''Immune''' Paralysis, phantasms, poison<br/>
<!--
==========================================================


'''Challenge Rating:''' Same as the base creature +1. 


========================================================== -->
'''Level Adjustment:''' Same as the base creature +2.
<hr>
[[Category:Wizardoest:Character Build]]
'''Speed:''' 20'<br/>
'''Melee:''' Mindblade +2 (1d6+str magic / 19&times;2) <br/>
'''Ranged:''' Attack +2 <br/>
+1 vs Orcs/Goblins<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +1<br/>
+1 when not in sunlight<br/>
<hr>
'''Class Spells''' CL0 '''DC''' 10+lvl<br/>
'''Close''' 25' [5] '''Medium''' 110' '''Long''' Far<br/>
*'''1st (0)''' Spells
<hr>
'''Abilities'''
<pre>
S: 15 + 1d4
D: 10
C: 15 + 1d4 + 2 racial
I: 10 + 1d4
W: 12
C: 8 - 4 racial
</pre><br/>
*'''Feats'''<br/>
** 1: Psionic Body (+2 hp per Psi Feat)
** S1: WF (Mindblade); Wild Talent (Psionic subtype; 2pp)
** PW1: Psionic Weapon (Str 13; +2d6 dmg)
<!--
* 3: Studious <sup>Arcanis</sup> (+1 skill point per level)
* PW2: Improved Toughness
* 6: Expanded Knowledge (Energy Ray)
* PW5: Psionic Meditation
-->
*'''Skills'''
** Skill +0
<hr>
'''Items''' Half Plate +1 (1,600 gp); Heavy Steel Shield (20gp); Ring of Protection +1 (2,000gp)
<hr>
'''Ability''' Special

Latest revision as of 00:31, 31 December 2009

Nathaniel Winter III

Build (ECL4)

Monk 1/Binder 1
LN Medium Humanoid (Hellbred)
Init +6; Senses: Listen +5; Spot +5


AC: 20; Touch: 12; Flat-footed: 16
(+2 dex; +2 natural; +4 armor; +2 buckler)
HP: 12+1d8 (2d8+4)
Fast Healing 1 When less than half HP
DR 5/silver or magic
Fort: +5, Ref +2, Will +2
+4 vs Poison
Resist Cold 5/Electricity 5


Speed: 40'
Melee: Morningstar +4 (1d8+2 b-p / 20×2) and Slam -2 (1d6+2 magic / 20×2)
Melee: Slam +3 (1d6+2 magic / 20×2)
Ranged: Light Crossbow +4 (1d8 p / 19×2 / 80')
Space: 5'; Reach: 5'; BAB: +1; Grapple: +7
Each successful pin drains 1d4 Con, gain 5 temp HP


Abilities Str 14+3 | Dex 14 +2 | Con 14+3 | Int 10 +0 | Wis 8+2 | Cha 15 +2

  • Feats
    • 1: Improved Binding Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
    • V: Improved Initiative
    • HB: Devil's Favor 1/day; When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check.
    • Monk1: Improved Unarmed Strike
    • Monk1: Improved Grapple
  • Skills
    • Diplomacy +6
    • Intimidate +8

+2 racial bonus on Bluff, Hide, Intimidate, Listen, Move Silently, and Spot
Language(s): Infernal, Common


Items Light Crossbow, MW and 20 bolts (337gp); Chain shirt (100gp); Buckler +1 (1015gp); Boots of Longstrider (2000gp); Morningstar, MW (308gp); Total spent so far: 3670gp


Weapon and Armor Proficiency: Proficiency with all simple weapons and the following are monk weapons—club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Light armor, but not with shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Binder

Binding check +3 (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty.

The Difficulty Class is 12 for saving throws against any supernatural power granted by a vestige (10 + 1/2 your effective binder level + your Cha modifier).

Monk

AC Bonus (Ex) When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.

Flurry of Blows Extra attack but all attacks suffer -2.

Racial

Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can’t drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.

Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted. The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces exhaustion to fatigue. Only half-vampires with the blood drain special attack (see above) gain this special quality.

Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).

Hellbred (LA +0)

All hellbred share the following racial traits:

  • Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.
  • Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.
  • Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class’s code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin’s code of conduct, though using the weapon to kill another paladin would.
  • Hellbound (Su): A devil has a claim on a hellbred’s soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.
  • Devil’s Favor: A hellbred gains Devil’s Favor as a bonus feat for which it does not need to meet the prerequisite. See the new feats section later in this chapter for information on devil-touched feats.
  • Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.
    • Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a –2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind. At 4 HD, he gains a bonus devil-touched feat. At 14 HD, he gains another bonus devil-touched feat.
    • Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a –2 penalty to Constitution. At 6 HD, his darkvision extends to 60 feet. At 9 HD, his darkvision extends to 120 feet. At 12 HD, he gains the ability to see in darkness, even that created by a deeper darkness spell. At 15 HD, he gains telepathy out to 100 feet. (See MM 316 for details.)
  • Automatic Languages: Infernal. Hellbred gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before the Scourging.
  • Favored Class: Paladin. A multiclass hellbred’s paladin class does not count when determining whether he takes an experience point penalty for multiclassing. Furthermore, hellbred paladins can leave that class and return to it without penalty.

Half-vampire (LA +2)

“Half-vampire” is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature’s size and type do not change. A half-vampire uses all the base creature’s statistics and special abilities except as noted here.

Armor Class: A half-vampire’s natural armor bonus improves by 2.

Attack: A half-vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the half-vampire retains this ability. A creature with natural weapons retains those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Full Attack: A half-vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has one). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: A half-vampire has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the half-vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Special Attacks: A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of 10 + 1/2 half-vampire’s HD + half-vampire’s Cha modifier unless otherwise noted.

Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire’s influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire’s charm gaze cannot be affected by that half vampire’s charm gaze for 24 hours. The ability has a range of 30 feet.

Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.

Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.

Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).

Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Cha +2.

Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.

Feats: A half-vampire gains Improved Initiative, if the base creature doesn’t already have that feat.

Environment: Any, usually same as base creature.

Organization: Solitary.

Challenge Rating: Same as the base creature +1.

Level Adjustment: Same as the base creature +2.