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		<title>SRD:Vampire - История изменений</title>
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		<updated>2026-05-03T18:03:32Z</updated>
		<subtitle>История изменений этой страницы в вики</subtitle>
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		<id>http://wiki.rpground.ru/index.php?title=SRD:Vampire&amp;diff=5466&amp;oldid=prev</id>
		<title>Green Dragon: anc's</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=SRD:Vampire&amp;diff=5466&amp;oldid=prev"/>
				<updated>2010-11-23T18:47:52Z</updated>
		
		<summary type="html">&lt;p&gt;anc&amp;#039;s&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{OGL Top}}&lt;br /&gt;
=Vampire=&lt;br /&gt;
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of [[SRD:Wolf|wolves]].&lt;br /&gt;
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Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.&lt;br /&gt;
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Vampires speak any [[SRD:Speak Language Skill|languages]] they knew in life.&lt;br /&gt;
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=== Creating a Vampire ===&lt;br /&gt;
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“Vampire” is an acquired template that can be added to any [[SRD:Humanoid Type|humanoid]] or [[SRD:Monstrous Humanoid Type|monstrous humanoid]] creature (referred to hereafter as the base creature).&lt;br /&gt;
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A vampire uses all the base creature’s statistics and [[SRD:Special Abilities Overview|special abilities]] except as noted here.&lt;br /&gt;
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'''{{#anc:Size and Type}}:''' The creature’s type changes to [[SRD:Undead Type|undead]] ([[SRD:Augmented Subtype|augmented]] [[SRD:Humanoid Type|humanoid]] or [[SRD:Monstrous Humanoid Type|monstrous humanoid]]). Do not recalculate [[SRD:Base Attack Bonus|base attack bonus]], saves, or [[SRD:Skill Points|skill points]]. Size is unchanged.&lt;br /&gt;
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'''{{#anc:[[SRD:Hit Dice (Creature Statistic)|Hit Dice]]}}:''' Increase all current and future [[SRD:Hit Dice|Hit Dice]] to d12s.&lt;br /&gt;
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'''{{#anc:[[SRD:Speed (Creature Statistic)|Speed]]}}:''' Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).&lt;br /&gt;
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'''{{#anc:[[SRD:Armor Class (Creature Statistic)|Armor Class]]}}:''' The base creature’s [[SRD:Armor Class|natural armor]] bonus improves by +6.&lt;br /&gt;
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'''{{#anc:[[SRD:Attack (Creature Statistic)|Attack]]}}:''' A 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 vampire retains this ability. A creature with [[SRD:Natural Weapons|natural weapons]] retains those [[SRD:Natural Weapons|natural weapons]]. A vampire fighting without weapons uses either its slam attack or its primary [[SRD:Natural Weapon|natural weapon]] (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.&lt;br /&gt;
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'''{{#anc:[[SRD:Full Attack (Creature Statistic)|Full Attack]]}}:''' A vampire fighting without weapons uses either its slam attack (see above) or its [[SRD:Natural Weapons|natural weapons]] (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other [[SRD:Natural Weapon|natural weapon]] as a natural secondary attack.  &lt;br /&gt;
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'''{{#anc:Damage}}:''' Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of [[SRD:Natural Weapons|natural weapons]] retain their old damage values or use the appropriate value from the table below, whichever is better.&lt;br /&gt;
&lt;br /&gt;
{|   class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Size'''!! '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| Fine|| 1&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Diminutive|| 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Tiny|| 1d3&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Small|| 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 1d6&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Large|| 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Huge|| 2d6&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Gargantuan|| 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Colossal|| 4d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:Special Attacks and Special Qualities (Creature Statistic)|Special Attacks]]}}:''' A vampire retains all the special attacks of the base creature and gains those described below. Saves have a [[SRD:DC|DC]] of 10 + 1/2 vampire’s [[SRD:Hit Dice|HD]] + vampire’s [[SRD:Charisma|Cha]] modifier unless noted otherwise.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Blood Drain}} ([[SRD:Ex|Ex]]):''''' A vampire can suck blood from a living victim with its fangs by making a successful [[SRD:Grapple|grapple check]]. If it [[SRD:Pinned|pins]] the foe, it drains blood, dealing 1d4 points of [[SRD:Ability Score Loss#Ability Drain|Constitution]] drain each [[SRD:Round|round]] the pin is maintained. On each such successful attack, the vampire gains 5 [[SRD:Temporary Hit Points|temporary hit points]].&lt;br /&gt;
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'''''{{#anc:Children of the Night}} ([[SRD:Su|Su]]):''''' Vampires [[SRD:Command|command]] the lesser creatures of the world and once per day can call forth 1d6+1 [[SRD:Rat Swarm|rat swarms]], 1d4+1 [[SRD:Bat Swarm|bat swarms]], or a pack of 3d6 [[SRD:Wolf|wolves]] as a [[SRD:Standard Actions|standard action]]. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.&lt;br /&gt;
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'''''{{#anc:Dominate}} ([[SRD:Su|Su]]):''''' A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a [[SRD:Gaze|gaze]] attack, except that the vampire must use a [[SRD:Standard Actions|standard action]], and those merely looking at it are not affected. Anyone the vampire targets must succeed on a [[SRD:Saving Throw|Will save]] or fall instantly under the vampire’s influence as though by a ''[[SRD:Dominate Person|dominate person]]'' spell ([[SRD:Caster Level|caster level]] 12th). The ability has a range of 30 feet.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Create Spawn}} ([[SRD:Su|Su]]):''''' A [[SRD:Humanoid Type|humanoid]] or [[SRD:Monstrous Humanoid Type|monstrous humanoid]] slain by a vampire’s [[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain (Su)|energy drain]] rises as a [[SRD:Vampire Spawn|vampire spawn]] (see the [[SRD:Vampire Spawn|Vampire Spawn]] entry) 1d4 days after burial.  &lt;br /&gt;
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If the vampire instead drains the victim’s [[SRD:Constitution|Constitution]] to 0 or lower, the victim returns as a spawn if it had 4 or less [[SRD:Hit Dice|HD]] and as a vampire if it had 5 or more [[SRD:Hit Dice|HD]]. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own [[SRD:Hit Dice|Hit Dice]]; any spawn it creates that would exceed this limit are created as free-willed vampires or [[SRD:Vampire Spawn|vampire spawn]]. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:[[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain (Su)|Energy Drain]]}} ([[SRD:Su|Su]]):''''' Living creatures hit by a vampire’s slam attack (or any other [[SRD:Natural Weapon|natural weapon]] the vampire might possess) gain two [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]]s. For each [[Energy Drain, Negative Levels, and Level Loss (SRD Special Ability)#Negative Levels|negative level]] bestowed, the vampire gains 5 [[SRD:Temporary Hit Points|temporary hit points]]. A vampire can use its [[Energy Drain, Negative Levels, and Level Loss (SRD Special Ability)#Energy Drain (Su)|energy drain]] ability once per [[SRD:Round|round]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:Special Attacks and Special Qualities (Creature Statistic)|Special Qualities]]}}:''' A vampire retains all the special qualities of the base creature and gains those described below.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:[[SRD:Alternate Form|Alternate Form]]}} ([[SRD:Su|Su]]):'' A vampire can assume the shape of a [[SRD:Bat|bat]], [[SRD:Dire Bat|dire bat]], [[SRD:Wolf|wolf]], or [[SRD:Dire Wolf|dire wolf]] as a [[SRD:Standard Actions|standard action]]. &amp;lt;s&amp;gt;This ability is similar to a ''[[SRD:Polymorph (Spell)|polymorph]]'' spell cast by a 12th-level character, except that the vampire does not regain [[SRD:Hit Points|hit points]] for changing form and must choose from among the forms mentioned here.&amp;lt;/s&amp;gt; While in its [[SRD:Alternate Form|alternate form]], the vampire loses its natural slam attack and dominate ability, but it gains the [[SRD:Natural Weapons|natural weapons]] and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)&lt;br /&gt;
&lt;br /&gt;
''{{#anc:[[SRD:Damage Reduction|Damage Reduction]]}} ([[SRD:Su|Su]]):'' A vampire has [[SRD:Damage Reduction|damage reduction]] 10/silver and magic. A vampire’s [[SRD:Natural Weapons|natural weapons]] are treated as [[SRD:Magic Weapon|magic weapon]]s for the purpose of overcoming [[SRD:Damage Reduction|damage reduction]].&lt;br /&gt;
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''{{#anc:[[SRD:Fast Healing|Fast Healing]]}} ([[SRD:Ex|Ex]]):'' A vampire heals 5 points of damage each [[SRD:Round|round]] so long as it has at least 1 hit point. If reduced to 0 [[SRD:Hit Points|hit points]] in combat, it automatically assumes [[SRD:Gaseous Form (Spell)|gaseous form]] and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into [[SRD:Gaseous Form (Spell)|gaseous form]] has no effect. Once at rest in its coffin, a vampire is [[SRD:Helpless|helpless]]. It regains 1 hit point after 1 hour, then is no longer [[SRD:Helpless|helpless]] and resumes healing at the rate of 5 [[SRD:Hit Points|hit points]] per [[SRD:Round|round]].&lt;br /&gt;
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''{{#anc:Gaseous Form}} ([[SRD:Su|Su]]):'' As a [[SRD:Standard Actions|standard action]], a vampire can assume [[SRD:Gaseous Form (Spell)|gaseous form]] at will as the spell ([[SRD:Caster Level|caster level]] 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.&lt;br /&gt;
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''{{#anc:Resistances}} ([[SRD:Ex|Ex]]):'' A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
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''{{#anc:Spider [[SRD:Climb Skill|Climb]]}} ([[SRD:Ex|Ex]]):'' A vampire can climb sheer surfaces as though with a ''[[SRD:Spider Climb|spider climb]]'' spell.&lt;br /&gt;
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''{{#anc:[[SRD:Turn Resistance|Turn Resistance]]}} ([[SRD:Ex|Ex]]):'' A vampire has +4 [[SRD:Turn Resistance|turn resistance]].  &lt;br /&gt;
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'''{{#anc:[[SRD:Abilities (Creature Statistic)|Abilities]]}}:''' Increase from the base creature as follows: [[SRD:Strength|Str]] +6, [[SRD:Dexterity|Dex]] +4, [[SRD:Intelligence|Int]] +2, [[SRD:Wisdom|Wis]] +2, [[SRD:Charisma|Cha]] +4. As an [[SRD:Undead Type|undead]] creature, a vampire has no [[SRD:Constitution|Constitution]] score.&lt;br /&gt;
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'''{{#anc:[[SRD:Skills (Creature Statistic)|Skills]]}}:''' Vampires have a +8 racial bonus on [[SRD:Bluff Skill|Bluff]], [[SRD:Hide Skill|Hide]], [[SRD:Listen Skill|Listen]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Search Skill|Search]], [[SRD:Sense Motive Skill|Sense Motive]], and [[SRD:Spot Skill|Spot]] checks. Otherwise same as the base creature.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:Feats (Creature Statistic)|Feats]]}}:''' Vampires gain [[SRD:Alertness|Alertness]], [[SRD:Combat Reflexes|Combat Reflexes]], [[SRD:Dodge|Dodge]], [[SRD:Improved Initiative|Improved Initiative]], and [[SRD:Lightning Reflexes|Lightning Reflexes]], assuming the base creature meets the prerequisites and doesn’t already have these [[SRD:Feats|feats]].&lt;br /&gt;
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'''{{#anc:[[SRD:Environment (Creature Statistic)|Environment]]}}:''' Any, usually same as base creature.&lt;br /&gt;
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'''{{#anc:[[SRD:Organization (Creature Statistic)|Organization]]}}:''' Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)&lt;br /&gt;
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'''{{#anc:[[SRD:Challenge Rating (Creature Statistic)|Challenge Rating]]}}:''' Same as the base creature +2.&lt;br /&gt;
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'''{{#anc:[[SRD:Treasure (Creature Statistic)|Treasure]]}}:''' Double standard.&lt;br /&gt;
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'''{{#anc:[[SRD:Alignment (Creature Statistic)|Alignment]]}}:''' Always evil (any).&lt;br /&gt;
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'''{{#anc:[[SRD:Advancement (Creature Statistic)|Advancement]]}}:''' By [[SRD:Classes|character class]].&lt;br /&gt;
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'''{{#anc:[[SRD:Level Adjustment (Creature Statistic)|Level Adjustment]]}}:''' Same as the base creature +8.&lt;br /&gt;
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===Vampire Weaknesses===&lt;br /&gt;
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For all their power, vampires have a number of weaknesses.&lt;br /&gt;
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'''Repelling a Vampire:''' Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented [[SRD:Holy Symbol (Equipment)|holy symbol]]. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or [[SRD:Holy Symbol (Equipment)|holy symbol]] and cannot touch or make [[SRD:Melee Attack|melee attacks]] against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a [[SRD:Standard Actions|standard action]].&lt;br /&gt;
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Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
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They 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.  &lt;br /&gt;
&lt;br /&gt;
'''Slaying a Vampire:''' Reducing a vampire’s [[SRD:Hit Points|hit points]] to 0 or lower incapacitates it but doesn’t always destroy it (see the note on [[SRD:Fast Healing|fast healing]]). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single [[SRD:Move Actions|move action]] or attack action and is destroyed utterly in the next [[SRD:Round|round]] if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its [[SRD:Hit Points|hit points]] each [[SRD:Round|round]] until it is destroyed at the end of the third [[SRD:Round|round]] of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).&lt;br /&gt;
&lt;br /&gt;
===Vampire Characters===&lt;br /&gt;
&lt;br /&gt;
Vampires are always evil, which causes characters of certain [[SRD:Classes|classes]] to lose some [[SRD:Class|class]] abilities. In addition, certain [[SRD:Classes|classes]] take additional penalties.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Cleric|Clerics]]:''' Vampire [[SRD:Cleric|clerics]] lose their ability to [[SRD:Turn or Rebuke Undead|turn undead]] but gain the ability to [[SRD:Turn or Rebuke Undead|rebuke undead]]. This ability does not affect the vampire’s controller or any other vampires that a master controls. A vampire [[SRD:Cleric|cleric]] has access to two of the following domains: [[SRD:Chaos Domain|Chaos]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil Domain|Evil]], or [[SRD:Trickery Domain|Trickery]].&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Sorcerer|Sorcerers]] and [[SRD:Wizard|Wizards]]:''' Vampire [[SRD:Sorcerer|sorcerers]] and [[SRD:Wizard|wizards]] retain their [[SRD:Class|class]] abilities, but if a character has a familiar other than a [[SRD:Rat|rat]] or [[SRD:Bat|bat]], the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a [[SRD:Rat|rat]] or [[SRD:Bat|bat]].&lt;br /&gt;
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'''SEE WIKIPEDIA ENTRY:''' [http://en.wikipedia.org/wiki/Vampire Vampire]&lt;br /&gt;
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{{SRD Creature Footer}}&lt;br /&gt;
[[Category:LA8|{{BASEPAGENAME}}]]&lt;br /&gt;
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[[Category:Neutral (Law-Chaos) Alignment|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Chaotic Alignment|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Evil Alignment|{{BASEPAGENAME}}]]&lt;br /&gt;
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[[Category:Augmented Subtype|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:LA8|{{BASEPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Green Dragon</name></author>	</entry>

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