Vampirism
Abilities
All vampires accumulate a resource called Heme to use vampire special abilities that they gain once the curse manifests. Each one takes one or more heme points.
Heme points
Heme point maximums are equal to 1 + 1 per 3 HD. These aren't restored when long resting; instead, a vampire needs to feed to restore their heme points. The size of the creature matters. Assuming the vampire is medium-sized, the following chart will provide how much heme is restored. This is a relative chart, so shift it up or down depending on the size of the vampire:
| Creature Size | Heme Restored |
|---|---|
| Sub Tiny | N/A |
| Tiny | 1/3 |
| Very Small | 1/2 |
| Small | 1 |
| Medium | 3 |
| Large | 6 |
| Very Large | 9 |
| Gargantuan | 12 |
| Super Gargantuan | 15 |
Alluring Gaze (Su)
Use: 1 Heme point
Range: Medium Range (100 ft. + 10 ft. per HD)@{MediumRange} ft.
Action: Swift
Target: One creature
Duration: 1 hour per HD @{hd} hours
Saving Throw: Ego negates
DC: Charisma based [[10+floor(@{hd}/2)+@{PMA}+@{chamod}]]
Spell Resistance: No
The vampire can force a creature or character into the adoring disposition for several hours regardless of where they started. On a successful save, the effect is negated.
VTT Description:
@{character_name} focuses their gaze on a target. That target must make an ego save or become adoring of @{character_name}.
Mist Form (Ex)
Use: 1 Heme point
Range: Personal
Action: Immediate
Target: Self
Duration: 1 round
Saving Throw: None
DC: N/A
Spell Resistance: No
As an immediate action, a vampire can go into a mist form and become completely insubstantial and will move up to 60 ft. the moment this ability is used. They do not provoke attacks of opportunity, and only positive or void effects can harm them in this form. They can pass through barred windows, gates, anything with a hole in it. Likewise, they cannot pass through firm, solid matter. Vampires also cannot attack or interact with any creatures in this form.
VTT Description Macro:
@{character_name} turns into a thin cloud of mist and moves rapidly. This allows movement without provoking attacks of
opportunity. They can move through any surface with gaps in it, but not completely solid ones. Mist form protects against all
damage except for positive energy or void energy.
Vampiric Regeneration (Su)
Use: 1 or more Heme points
Range: Personal
Action: Standard
Target: Self
Duration: Instant
Saving Throw: None
DC: N/A
Spell Resistance: No
A vampire can regenerate 4d10 hp per Heme point spent; this is affected by Spell Proficiency.
VTT Description Macro:
@{character_name} uses ?{heme points} to heal themselves.
VTT Number of Dice:
[[?{heme points}*4]]
Heme Transfusion (Su)
Use: 1 or more Heme points
Range: Personal
Action: Full round
Target: Self
Duration: Instantaneous
Saving Throw: None
DC: N/A
Spell Resistance: No
Heme points can be converted into Focus, Gumption, Grace, etc., points at two Heme to one resource point. This can also be used to convert heme into spell slots. Slots will be one to one for heme points.
VTT Description Macro:
@{character_name} spends heme points to restoring their own resources.
Uncanny Agility (Ex)
Use: 2 Heme points
Range: Personal
Action: Swift
Target: Self
Duration: 1 round per 2 HD [[floor(@{hd}/2)]] rounds
Saving Throw: None
DC: N/A
Spell Resistance: No
A vampire can suddenly burst into speed and agility. This grants them a +3 haste bonus to AC, grants them +40 ground speed, grants them a +3 haste bonus to reflex saves, and grants them an additional attack per round, much like the effects of haste.
Note: This does not stack with the spell effect haste; it overrides it.
VTT Description Macro:
@{character_name} suddenly busts with shocking agility. They gain a +3 haste bonus to AC, reflex saves, +40 ground speed, and
an additional attack per round.
Benefits
Attribute Modification
+4 Dexterity, +4 Wisdom, and +4 Charisma. This is on top of whatever the base species' attribute modifications are.
Undead Traits
- Immunity to most poisons
- Immunity to disease
- Immune to cold damage
- Immune to desiccation damage (Drains 1 heme per 20 points of desiccation damage)
- Vulnerable to heat damage
- Positive energy damages instead of heals
- Negative energy heals instead of damages
- Immune to bodily harming effects like bleed(does drain heme), attribute drain, and attribute damage.
- Immune to bleed damage (does drain Heme)
- Immune to charm, command, and some compulsion effects*
- Damage Reduction 5/silver, increases to 10/silver at 10 HD, and it increases again to 15/silver at 20 HD
- No constitution score
- All HD are set to d12
*This means spells like command, charm effects, or anything that dictates behavior. Not religious effects or anything that has a positive/negative holy/unholy concept attached to it.
Curse
Vampires have plenty of quirks that restrict their movement and/or can kill them.
Impotent
Vampires cannot engage in the physical affections of romance.
Sunlight
If a vampire is directly exposed to sunlight, they take 40d6 heat damage per round. The amount of exposure matters, though. Minimal, like the gap between a sleeve and glove, will only do 2d6 heat damage per round. Any amount of exposure in between can be determined as it happens.
Resting on home soil
For a vampire to rest and regain their daily resources, they must sleep within the bounds of an ancestral land, home, etc.
Note: A vampire needs to rest/relax only to restore their daily resources.
Private Residence
A vampire cannot enter a private residence without being directly invited in.
Running Water
A vampire cannot cross Any channel of water that could be rightfully described as a large stream or river under their own power. They must have someone else move them across it.
Responding to Call Out
If a vampire is addressed directly by their birth name, they must respond directly to the person who called it out. If it is a question they must answer, though not necessarily truthfully.
Compulsive Counting
If a sack, cup, or any container containing objects roughly the size of a coin or smaller is spilled. A vampire must make a will save DC 10 + their HD + any other modifier, or be stuck counting the objects for 1d6 minutes.
Compulsive Knot Untangling
If a vampire comes across a net, rope, or strings that are knotted in a clearly unintended way, the vampire must make a Will save DC 10 + their HD + any other modifier. If they fail, they will spend 1d4 minutes untangling them.
Salt Lines
If a line of salt is put across a threshold, a vampire cannot cross the threshold or disturb the salt line. If they are knocked or thrown over or into the threshold, they will take 20d6 heat damage.
Feeding
A vampire must feed on a living creature at least once a week, enough to restore 1 Heme, or become fatigued. If they fail to do so for two weeks, they will mindlessly kill the nearest living being(s) until they get their Heme.
Holy Symbols
Holy symbols can work, if they are of an anti-undead god or emanate positive energy. In general, being on holy ground will disable all Heme abilities.
Note: Holy symbols do not work if the vampire is truly faithful to that god.
Garlic
Vampires are allergic to garlic, and/or coming into contact with it will become Nauseated for 1d4 minutes. If the garlic is consumed, it will leave them Nauseated for 24 hours.
Hawthorn
If there are thickets of hawthorn, a vampire cannot get within 5 feet of it. If they are forced into them, they will become Stifled for 1d4 minutes.
Silver
Silver bypasses a vampire's damage reduction. If any skin is in direct contact with silver, it will disable their Heme abilities.
Fairy Blood
Fairies are natural beings of Korrenth and are, in part, attendants of that nature. They all have black blood. If a vampire consumes fairy blood, they immediately take 10d6 corrosive damage. If they continue to try to consume fairy blood beyond a taste, they will dissolve away and die.