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grimbold
Memunite
(12/10/03 1:08 am)
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Victor the Vampire
I need some help / suggestions from you conversion specialists:

IMC, Victor the assassin was killed by the players. Hedrack will have his body recovered by an invisible stalker and then raise him. After this, he will command Thrommel (who is wearing a slave ring keyed to Hedrack´s master ring) to make a vampire out of the unfortunate assassin.

Basically, Victor needs to lose one level of assassin (due to the raise dead) and have the vampire template applied to him, complete with all adjustments for his new skills, traits and equipment (since he lost his magical gear to the players, he will only be equipped with masterwork items now).

Could someone please apply the template and recalculate his skills an CR for me (3.5 rules)?

This was Victors statblock before:

Quote:
Half-elf Rog 5/Asn 4; Medium humanoid; HD 5d6+5 plus 4d6+4; hp 40; Init +6; Spd 30 ft.; AC 20, touch 12, flat-footed 18; Base Atk +6; Grp +9; Atk +10 melee (1d6+4/18-20 +1 rapier) or +9 ranged (1d8+1/19-20, masterwork light crossbow with +1 bolt); Full Atk +10/+5 melee (1d6+4/18-20 +1 rapier) or +9 ranged (1d8+1/19-20, masterwork light crossbow with +1 bolt); SA sneak attack +5d6, death attack; SQ evasion, immune to sleep, trap finding, trap sense +1, low-light vision, poison use, uncanny dodge, +2 bonus on saves against poison, +2 bonus on saves against enchantment effects; AL CE; SV Fort +3, Ref +10, Will +2; Str 16, Dex 14, Con 13, Int 13, Wis 10, Cha 9.

Skills and Feats: Balance +11, Concentration +3, Disguise +3, Escape Artist +5, Hide +18, Intimidate +7, Jump +12, Listen +13, Move Silently +13, Search +2, Spot +9, Tumble +15; Dodge, Combat Expertise, Improved Disarm, Improved Initiative.

Assassin Spells Known (4/1; save DC 11 + spell level; 25% arcane spell failure chance): 1st—disguise self, detect poison, obscuring mist, ghost sound;2nd—alter self, darkness, spider climb

Death Attack (Ex): If the assassin studies a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack can also paralyze (for 1d6+4 rounds) or kill the victim. Fort save DC 15 to resist.

Possessions: +1 rapier, +1 elven chain, +1 buckler, masterwork light crossbow, 5 +1 bolts, 1 screaming bolt, 14 bolts, cloak of elvenkind, potion of lesser restoration.


And this is the vampire template:

Quote:
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit 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 vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by +6.
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 natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its slam attack (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 slam or other natural weapon as a natural secondary attack.
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 natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size        Damage
Fine        1
Diminutive        1d2
Tiny        1d3
Small        1d4
Medium        1d6
Large        1d8
Huge        2d6
Gargantuan        2d8
Colossal        4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A 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 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day 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 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more 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 Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or 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.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the 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.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A 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 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 gaseous form has no effect. Once at rest in its coffin, a 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.
Gaseous Form (Su): As a standard action, a 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 vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have thes

Taelohn
Memunite
(12/10/03 4:07 pm)
Reply
Re: Victor the Vampire
Half-elf vampire Rog 5/Asn 3; Medium undead (augmented humanoid); HD 8d12; hp 57; Init +8; Spd 30 ft.; AC 26, touch 14, flat-footed 22; Base Atk +5; Grp +11; Atk +11 melee (1d6+6 plus energy drain, slam)or +12 melee (1d6+6/18-20 masterwork rapier) or +9 ranged (1d8/19-20, masterwork light crossbow); Full Atk +11/+6 melee (1d6+6 plus energy drain, slam) or +12/+7 melee (1d6+6/18-20 masterwork rapier) or +9 ranged (1d8/19-20, masterwork light crossbow); SA blood drain, children of the night, create spawn, dominate, energy drain, sneak attack +5d6, death attack; SQ alternate form, damage reduction 10/silver and magic, darkvision 60 ft., evasion, fast healing 5, gaseous form, immune to sleep, resistance to cold 10 and electricity 10, trap finding, trap sense +1, low-light vision, poison use, spider climb, uncanny dodge, undead traits, vampire weaknesses, +1 bonus on saves against poison, +2 bonus on saves against enchantment effects; AL CE; SV Fort +2, Ref +13, Will +3; Str 22, Dex 18, Con --, Int 15, Wis 12, Cha 13.

Skills and Feats: Balance +13, Bluff +9, Concentration +2, Disguise +5, Escape Artist +7, Hide +27, Intimidate +9, Jump +14, Listen +23, Move Silently +22, Search +11, Sense Motive +9, Spot +20, Tumble +16; Alertness, Combat Reflexes, Dodge, Combat Expertise, Improved Disarm, Improved Initiative, Lightning Reflexes.

Assassin Spells Known (3/1; save DC 12 + spell level; 25% arcane spell failure chance): 1st—disguise self, detect poison, obscuring mist, ghost sound;2nd—alter self, darkness, spider climb

Death Attack (Ex): If the assassin studies a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack can also paralyze (for 1d6+3 rounds) or kill the victim. Fort save DC 15 to resist.

Possessions: masterwork rapier, masterwork elven chain, masterwork buckler, masterwork light crossbow, 20 bolts.

Edited by: Taelohn at: 12/11/03 8:47 am
grimbold
Tolling Bell Cultist
(12/11/03 12:40 am)
Reply
Re: Victor the Vampire
Thanks a lot, Taelon!

Let´s see how my players fare against this recurring nightmare....

:evil

Killiak 
Plagueborn
(12/11/03 1:56 am)
Reply
uhm
It's all masterwork, but doesnt he have magic gear?

grimbold
Tolling Bell Cultist
(12/11/03 5:04 am)
Reply
Re: uhm
He had before he was killed by my players .... now they have his gear and Hedrack is certainly not spending too much gold (he already had him raised for 5.000 gp, mind you!) on such a failure.

msherman
Crimson Coil Cultist
(12/11/03 5:42 am)
Reply
Re: uhm
Hedrack's not a fool, though -- he knows as well as the rest of us that this game^W^Wsuccessful villiany depends as much on equipment as it does on stats, so if he's investing 5000gp in a Raise, he wouldn't throw it away by failing to back it up with gear.

smetzger
Tolling Bell Cultist
(12/11/03 7:53 am)
Reply
Re: uhm
Quote:
Hedrack's not a fool, though -- he knows as well as the rest of us that this game^W^Wsuccessful villiany depends as much on equipment as it does on stats, so if he's investing 5000gp in a Raise, he wouldn't throw it away by failing to back it up with gear.


True, but if you require your players to make the haul to Verbabonc and commision items I think H. would also need to do the same.

Perhaps Vampire Vic has MW items for now and his magic gear will be arriving in a week or so.

grimbold
Tolling Bell Cultist
(12/12/03 1:43 am)
Reply
Re: Victor the Vampire
Hmm.

I (and Hedrack) think that Victor is much more deadly now than before, even without magical gear.

Just look at his hide skill, gaseous form and bat abilities. That is an ideal assassin!

Another question: Can he do his slam attacks as sneak/death attacks now?

Even if he dies in the attempt, he should certainly drain some levels first! This would solve another problem for me: My players are now about l9 and having a too easy time in the CRM...

:evil :evil :evil

Siobharek 
Brother of Venom
(12/12/03 2:06 am)
Reply
ezSupporter

Re: Victor the Vampire
Sure he can SA/DA with his slam. However, note that unless they're very unlucky, they won't get permanently level drained by his attacks.

Why level drain them at all? If they're around Lvl 9, begin dropping hintsa (from Varachan) about getting them into the Outer Fane. Or am I missing something? :o

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

grimbold
Tolling Bell Cultist
(12/12/03 3:10 am)
Reply
Re: Victor the Vampire
Well, they have so far only defeated the main gate and are now on their way to the western bridge complex ... I want them to explore the CRM a bit further without having to boost the encounters (well, I DO give their enemies more hps and have them warned and prepared, but that´s it) and they still have to get the respective keys.

Siobharek 
Brother of Venom
(12/12/03 3:14 am)
Reply
ezSupporter

Re: Victor the Vampire
No keys? Ah, they need to continue, then.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

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