Subraces implemented?What?
Anyway,the RP i am getting now is great and in the City of Doors you can see a
couple of us(vampires) standing at the Main,btw.
Hello i am new and i have some questions.


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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
Custom races...
Like the Beholder to behold. I'd rather want my spectator. >_>
Like the Beholder to behold. I'd rather want my spectator. >_>

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*[<3]
- Posts: 177
- Joined: Thu Jan 01, 1970 12:00 am
Exactly my thoughts ... :rolleyes:Reptiller,Dec 6 2009 wrote:Subraces implemented?What?
I know ... I just saw you emoting OOC for people to 'recognize' your character as an undead ...wrote: Anyway,the RP i am getting now is great and in the City of Doors you can see a
couple of us(vampires) standing at the Main,btw.

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*Reptiller
- Posts: 205
- Joined: Thu Jan 01, 1970 12:00 am
I cut playing him for now,untill its permitted.Who some reason,they can see his real skin tint only when its not that lighted.Aka,under "light" spell,almost nobody can recognise him :o .Yes,it was kinda impolite to start it on myself,wanted to check it out.And yes,may be i will redo him for a darker skin color.


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*Reptiller
- Posts: 205
- Joined: Thu Jan 01, 1970 12:00 am
Well...On the Dark Powers subject.There is no certain lore for it,as i know so
PnP DMs make their own quiet frequently.And yes,Theramis is no Dark Lord/Demilord so its possible for him to escape Ravenloft.
And LoL i had nice RP with Marius(Mr.O).And no blame from him,as well.
Yes,sure,it would be nice to play a real vampiric creature.
It will cause ECL +3 or even +4 because of 1d6 unarmed strike,undead status,
CRAZY regen(its hard to kill even a usual vampire),Damage Reduction and
negative energy unarmed attack as well.So,regarding to all this ECL+5 or 6 may be.
PnP DMs make their own quiet frequently.And yes,Theramis is no Dark Lord/Demilord so its possible for him to escape Ravenloft.
And LoL i had nice RP with Marius(Mr.O).And no blame from him,as well.
Yes,sure,it would be nice to play a real vampiric creature.
It will cause ECL +3 or even +4 because of 1d6 unarmed strike,undead status,
CRAZY regen(its hard to kill even a usual vampire),Damage Reduction and
negative energy unarmed attack as well.So,regarding to all this ECL+5 or 6 may be.

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*Theban Soldier
- Posts: 63
- Joined: Thu Jan 01, 1970 12:00 am
Though this is true, undead are common in Sigil. The Dustmen have undead members walking openly in the city, and some commoners are undead, too. For instance, there is a vampire employee in the mortuary.[<3 wrote:,Dec 6 2009, 11:00 AM] In short, if you play a bloodsucking monster of the night be prepared to have people react to you in vastly different ways. Some would run away, some drop to the ground in unbeholden terror and some might just smite your character or 'turn undead'.
In Sigil, a weird assortment of characters is the normal background. If you are looking to make a strange PC that stands out from the crowd because of race or background, you are looking in the wrong place. Only newcomers to Sigil will be amazed or scared, and only for a short while.
If you are looking to make your PC stand out in spite of the prevailing menagerie, then welcome aboard!


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*Mausman
- Posts: 486
- Joined: Thu Jan 01, 1970 12:00 am
Ecl +8 ;)Reptiller,Dec 6 2009 wrote: Well...On the Dark Powers subject.There is no certain lore for it,as i know so
PnP DMs make their own quiet frequently.And yes,Theramis is no Dark Lord/Demilord so its possible for him to escape Ravenloft.
And LoL i had nice RP with Marius(Mr.O).And no blame from him,as well.
Yes,sure,it would be nice to play a real vampiric creature.
It will cause ECL +3 or even +4 because of 1d6 unarmed strike,undead status,
CRAZY regen(its hard to kill even a usual vampire),Damage Reduction and
negative energy unarmed attack as well.So,regarding to all this ECL+5 or 6 may be.

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
Vampires as per Libris Mortis and Monster Manual. Whether any of you know it or not and neither am I trying to appear elitist, just thought that I might just as well post it to avoid any confusion.
Oh and before I give any wrong message: Reading this does not mean straight approval by any means ;) reasons for me posting this is purely informative.
Oh and before I give any wrong message: Reading this does not mean straight approval by any means ;) reasons for me posting this is purely informative.
wrote:Vampire
Forever anchored to their coffins and the unholy earth of their graves, these nocturnal predators scheme constantly to strengthen themselves and fill the world with their foul progeny. Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves. 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. Vampires speak any languages they knew in life.[b]Adventures:[/b] A vampire might turn to adventuring to gain revenge upon the bloodsucking fiend that cursed it to eternal unlife, or as penance for untold years of spreading evil and death. Those that can overcome (or ignore) their emotions may instead seek knowledge, power, or both. [b]Characteristics:[/b] Vampire have great talents of stealth and persuasion. They can stand their ground in melee combat, knowing that an easy escape (whether by gaseous form or spider climb) is always available. Their blood drain, domination, and energy drain abilities make them the bane of most living creatures. [b]Alignment:[/b] Vampire are traditionally evil. [b]Religion:[/b] Like other intelligent undead, vampire rarely voluntarily associate with religion of any kind. [b]Background:[/b] Unlike with most other undead creatures, every vampire is the creation of a true vampire. In some cases, entire societies or cultures of vampire exist in the shadows of normal civilization, hewing to their own arcane rules of behavior, often set down by one or more original “procreators” of the culture. [b]Races:[/b] Vampire come from all humanoid races. They tend to be more common among the civilized races—including humans, elves, and half-elves—than the savage tribal races. That said, the ferocity of a half-orc or gnoll vampire is indeed something to be reckoned with. [b]Other Undead Classes:[/b] Vampire look down on all other undead as lesser beings, regardless of the actual power of such creatures. Still, some of the other undead have their place—ghouls and wights make fine soldiers, and some vampire use mummies or mohrgs as bodyguards. [b]Role:[/b] Vampire are natural leaders, and they know it. They are smart, insightful, and charismatic, though their sense of superiority often leads them to take on tasks best left to subordinates. Vampire make excellent warriors and also fine scouts or assassins. [/li]
Creating a Vampire
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). A vampire uses all the base creature’s statistics and special abilities except as noted here.
Armor Class: +6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier unless noted otherwise.Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
- Blood Drain: A vampire can suck blood from a living victim with its fangs by making a successful grapple check.
- Children of the Night: (RP only) 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. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
- Dominate: A vampire can crush an opponents will just by looking onto his or her eyes. This is similar to a gaze attack, except that 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 VampireÂ’s influence as though by a dominate person spell.
- Create Spawn: (RP only) A humanoid or monstrous humanoid slain by a vampireÂ’s energy drain rises as a vampire spawn 1d4 days after burial. It will become vampire spawn if it had 4 or less HD and 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 masterÂ’s destruction. At any given time a vampire may have enslaved spawn totalling no more than twice its own HD; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawns. 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.
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.
- Alternate Form: (RP only, at least in begin) A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. 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.
- Damage Reduction: A vampire has damage reduction of 10/silver and magic. A vampireÂ’s natural weapons are treated as magic weapons for purpose of overcoming damage reduction.
- Fast Healing: A vampire heals 5 hit points 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.) 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: (RP only) As a standard action, a vampire can assume gaseous form at will as the spell, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
- Resistances: A vampire has resistance to cold 10 and electricity 10.
- Spider Climb: (RP only) A vampire can climb sheer surfaces as though with a spider climb spell.
- Turn Resistance: A vampire has +4 turn resistance.
Skills: Vampires have a +8 racial bonus on bluff, hide, listen, move silently, search, sense motive, and spit checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes (donÂ’t think this exists in NWN2), Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesnÂ’t already have these feats.
Alignment: always evil (any).
Level Adjustment: Same as the base creature +8 (IE. +10 for drow).
Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire:Positive Energy
- Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or strongly presented 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 holy symbol and cannot touch or make melee attacks against the creature holding the item.
- Vampires are also unable to cross running water, although they may be carried over it while resting in their coffins or aboard a ship.
- They are utterly unable to enter a home or other building unless invited by someone with the authority to do so. They may freely enter public places, since these are by definition open for all.
Rotting sinews, missing tendons, and decomposing flesh flex in an obscene parody of life when they are flushed with negative energy. Additional quantities of negative energy even heal damage done to undead. Thus, it should come as no surprise that the opposed energy of the multiverse, positive energy, has significant deleterious effects on moldering flesh.
Using Positive Energy: When positive energy is channelled and brandished by servitors of good-aligned deities, undead can be turned or even destroyed in a flash. Evil servitors may also choose to use positive energy to destroy undead, or subvert the intentions of even intelligent undead to their own purposes by holding this powerful force over their heads. In general, a spell that channels positive energy deals as much damage to an undead creature as it would heal damage in a living creature.
Healing effects that donÂ’t rely on positive energy (such as some psionic powers) have no effect on undead. If you can maneuver yourself into position to touch an undead creature, you can deal a signifi cant amount of damage with a cure spell or a heal spell. Ranged options include the mass cure wounds spells, mass heal, and disrupt undead. Holy water also uses positive energy to damage undead creatures, and a paladinÂ’s lay on hands ability deals damage to undead creatures just as a cure spell does. (healing can become problem in SCoD, healing spells will hurt in the server, so heal skill can come very useful)
Slaying a Vampire
Reducing a vampireÂ’s hit points to 0 or lower incapacitates it but doesnÂ’t always destroy it. However, certain attacks can slay vampires.Vampire Characters
- Exposing any vampire to direct sunlight disorients it: it can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.
- Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.
- Driving a wooden stake through a vampireÂ’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 creatures head and fill its mouth with holy waters (or their equivalent).
Clerics: a vampire cleric has access to two of the following domains: Chaos, destruction, evil, or trickery.
Sorcerers and Wizards: Familiar must be rat or bat.
Undead Metabilism
With rare exceptions, undead have little or no metabolism to speak of. Undead are essentially animated by negative energy, though this animation is sometimes dependent upon the undeadÂ’s ability to feed. Still, while biology plays little part in the existence of these creatures, the undead do have some similarities to living beings. Like ectothermic (cold-blooded) creatures, the unliving lack the ability to produce their own heat and must depend on their environment for warmth.
This inability to produce heat is a defining undead characteristic, most remarked upon by scholars and those who encounter them, and often compared to the chill of the grave. To classify undead as coldblooded creatures would be inaccurate, however, since undead are mostly bloodless. Like ectotherms, undead take on the temperature of their surroundings. However, unlike cold-blooded living creatures, undead are not unduly harmed by particularly low temperatures (unless they become frozen solid) or particularly high temperatures (unless they begin to smolder and burn).
Diet
Some undead exist for centuries without interacting with any living beings, while others seem to require, or at least crave with an unstoppable passion, the flesh, energy, or life force of the still living. However, even undead that do not need to eat may have a preferred morsel. Essentially, some undead can choose to eat if they desire, even if they have no requirement to consume. They could eat even ordinary food, if they desired to appear normal or were interested in trying to tease out some hint of flavor; undead with tongues, such as ghouls and skirrs actually retain their sense of taste.
Some undead glory in their ability to feed off the living. Others, especially the more intelligent, romanticize or even eroticize their need to feed on the living to maintain their strength (or to feed their addiction). Still, despite the fact that this feeding ability is often dangerous (or even deadly) to those who oppose them, the hunger behind it is a major weakness for many undead. With all of this in mind, undead feeding requirements can be broken into three types: not required, inescapable craving, and diet dependent.[b]Diet Dependent:[/b] Some undead must feed on the living to retain either their mobility or some of their other abilities. The link to the Negative Energy Plane for undead of these sort grows increasingly tenuous the longer they are denied the necessary food. At some point, their mobility or one or more specific abilities are suppressed until they can feed again. However, no matter how enervated by lack of feeding, undead cannot be starved to the point of permanent deanimation. A fresh infusion of their preferred food can always bring them back to their full abilities. Most diet-dependent undead can go for 3d6 months before losing all mobility. [b]Undead Hunger:[/b] Undead that have an inescapable craving do not have the option to not feed; their hellish hunger cannot be denied. Likewise, diet-dependent undead know that they require sustenance as well. Mindless undead do not care if their hunger drives them into the open or into tactically questionable attacks, but intelligent undead prefer to direct their own actions. However, if an intelligent undead is too long denied that which it desires most, its actions may soon drive it into a frenzy, despite its desire to remain hidden or anonymous. Similarly, those that depend on a steady diet to supplement their existence will take steps to see that their ability to feed is not compromised. [/li]
sleeping Undead do not sleep, and they almost never require rest. However, undead that cast spells require some time to refresh their consciousness, just as living spellcasters do, before they can prepare or cast new spells. To regain the ability to cast or prepare daily spells, an undead must have a clear mind. To clear its mind, the undead must experience 8 hours of restful calm—it must refrain from movement, combat, spellcasting, skill use, conversation, or any other demanding physical or mental task during the rest period. If the restful calm is interrupted, each interruption adds 1 hour to the total amount of time the undead has to rest in order to clear its mind.
Undead Senses
As with other predatory creatures, undead have senses sufficient to reveal their prey, and in some cases, these senses are even enhanced.[b]Vision[/b] The energy that animates an undead extends to its organs of sight, giving all undead creatures darkvision out to at least 60 feet. They are never hindered by darkness, and they are able to see even in pitch black conditions, when most living creatures are unable to discern the least visual clue. [b]Scent and Hearing[/b] The energy that animates an undead extends to the organs of scent and hearing as well. Thus, undead can smell and hear just as living beings do. As with sight, however, if an undead physically loses a particular organ, it can no longer use that particular ability. [b]Taste[/b] The energy of animation also extends to an undeadÂ’s organs of taste. However, if an undead physically loses its tongue, it can no longer detect its environment in this fashion. Many undead fall into this category, including skeletons. All incorporeal undead lose the ability to taste (but they can still hear and smell). [b]Touch[/b] Undead retain a blunt, phantom sense of touch, more mechanical than biological. It is a pale, crude approximation of a real tactile sense. Incorporeal undead have no sense of touch. [/li]
Time and Immortality
Those creatures fanatical enough to actually seek undeath strive to escape the bonds of mortality and thereby gain a term of existence far beyond their natural life spans. Such mortals often presume that this gift of extended time comes without a price. They hope that by having no temporal limits on their life spans, they will be able to accomplish all of their dreams and visions.
  The living spend their time living life and gathering experience, thereby shaping their personalities and adjusting to the world as it changes around them. In contrast, the undead mind sees the passage of time very differently. Undead exist, they do not live. Life means change, and while undead endure over time and learn new facts, they rarely change or appreciate new paradigms. Aside from a rare few exceptions, an undead’s outlook remains stagnant over the decades, or centuries, of its existence, despite new experiences and new situations it may encounter.
  This inflexible mental nature is the reason many ancient undead seem insane. In fact, they may merely be operating with goals and aspirations that are slightly out of step with the present world. Unfortunately, like any ambition that cannot be swayed by reason or tempered by changing circumstances, the goals of the stubborn immortal undead become a cankerous evil that can only be excised. While a living creature may accept compromise when life hands it a new challenge, undead can rarely do anything other than what they have always done.
