Template "Fleshbound Vampire" (by Sean K. Reynolds)


Conversions


Hello everyone! The Italian is here xD

A few years ago, by an Italian magazine dedicated to the RPG ("WyzardQuest"), I found a variant of the vampire: the Fleshbound Vampire, by Sean K. Reynolds.
This vampire is free of the weaknesses of a normal vampire: he can go where he wants, he can approach mirrors and sacred symbols without fear, and must not spend the day in a coffin. On the other hand, it is lacks of all the supernatural special attacks (like children of the night and dominate) and supernatural special qualities (like change shape and gaseous forum). If it drops to 0 hit points does not assumes gaseous form - is destroyed.
A fleshbound vampire can create spawn, but they are not under its control. Also, it is particularly vulnerable against the garlic (which can inflict negative levels) and against the sun (which can reduce it to ashes in one round).
Here is the link of the template, and below my conversion for PFRPG:

Fleshbound vampire template:

"Fleshbound vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the “base creature”). A fleshbound vampire uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature +1.
AL: Any evil.
Type: The creature's type changes to undead (augmented). Do not recalculate calss HD, BAB or saves.
Sense: A fleshbound vampire gains darkvision 60 feet.
AC: Natural armor improves by +6.
HD: Change all racial HD to d8s. Class HD are unaffected. As undead, fleshbound vampires use their Charisma modifier to determine bonus hp (instead of Con).

Defensive Abilites: A fleshbound vampire gains channel resistance +4, DR 10/silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by tge undead type. A fleshbound vampire also gains fast healing 5. A fleshbound vampire harmed by silver weapons cannot heal taht damage until all of its other damage has been healed, and even then only heals at a arate of 1 point of damage per round.

Special attacks: A fleshbound vampire retains all the SA of the base creature and also gains those listed below.
Blood drain (Ex): A fleshbound vampire can suck blood from a grappled opponent; if the vampire estabilishes or maintains a pin, it drains blood, dealing 1d4 points of Con damage. The fleshbound vampire heals 5 hp or gains 5 temporary hp for 1 hour (up to a maximum number of temporary hp equal to its full normal hp) each round it drains blood.
Create spawn (Su): A humanoid or monstrous humanoid slain by a fleshbound vampire's blood drain attack rises as a fleshbound vampire 1d3 days after its death. These new vampires are not under the control of their sire in any way.

Ability Scores: Str +6, Dex +6, Wis +2, Cha +2. As an undead creature, a fleshbound vampire has no Con score.
Skills: Fleshbound vampire gain a +8 racial bonus on Sense Motive and Stealth checks.
Feats: Fleshbound vampire gain Alterness, Combat Reflexes, improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats.

Weaknesses
Fleshbound vampires can be killed by garlic. A single clove of garlic crushed onto a weapon allows the weapon to inflict one negative level upon a vampire in addition to its normal damage (this is an exception to the rule that undead are immune to negative levels); each application has a limit of one successful strike, in the manner of poisoned weapons. An entire vial of garlic juice injected into or consumed by the vampire inflicts 2d4 negative levels. If the vampire's negative levels ever meet or exceed its actual HD, the vampire is destroyed.

Fleshbound vampires cannot stand sunlight. Exposing one to sunlight for a full round causes it to take damage equal to its maximum hit points, destroying it instantly. A vampire exposed to sunlight for less than a full round loses half its maximum hit points. Cover or concealment reduces the amount of damage by the amount of cover or concealment (so being exposed to sunlight for a full round through 20% concealment, means the vampire only loses four-fifths of its maximum hit points).

What do you think? I removed a special quality, "slow regeneration" because I do not understand how this regeneration should actually work...


Looks great!

Not sure if you are copying the stats, but it seems a little powerful for for only a +1 to CR.


Fergie wrote:

Looks great!

Not sure if you are copying the stats, but it seems a little powerful for for only a +1 to CR.

The stats of the template can be found on the website of Reynolds. On his website he confirms:

Sean K. Reynolds wrote:
This is a variant vampire template, useful if you prefer the physically-oriented vampires of movies such as Blade and shows such as Buffy the Vampire Slayer to more classical representations of vampires with shapechanging and gaseous form abilities

Then repeat:

*This vampire has no vulnerability against running water, holy symbols and mirrors. It can also enter in any private house without needing permission from the owner.

*However, it does not possess supernatural special attack / qualities of a true vampire; so, it doesn't have gaze attack, it can't summon wolves nor swarms of rats can't inflicts negative levels, and if his pf reduced to 0 can't turn into a cloud in the air to reach his coffin - it is destroyed like any undead.

*The fast healing of this vampire DON'T heal damage from silver and magics weapon: he heals before other damage, and against damage suffered by these weapons can heal only 1 hp/round

*Finally, he has an ability called "slow regeneration", but this type of regeneration doesn't have a numeric value, it says only that can regrow limbs ... yes, but how? It does not specify how long it takes, and there are no mechanical arts strapare creatures. So I decided to delete it, and this because only creatures with a Con score may have regeneration.

I realized then that he had made a mistake: I wrote "DR 10 / silver", when in fact it is "DR 10/magic and silver", but is really too powerful for a +1 CR. I suggest that the DR become "5/silver", or a DR progression like the fiendish template; HD 1-4 no DR, 5-10 DR "5/silver", and 11 or more HD DR "10/silver"


I come back!

This is an example of fleshbound vampire, a lamia..... and I made an another error, the racial bonus to the skill is for Perception, not Sense Motive :S

fleshbound vampire lamia:
Fleshbound vampire lamia CR 7
XP 3,200
CE Large  undead (augmented monstrous humanoid)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +
DEFENSE
AC 29, touch 16, flat-footed 23 (+6 Dex, +1 dodge, +13 natural, –1 size)
hp 66 (9d8+27); fast healing 5
Defensive abilitieschannel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses fleshbound vampire weaknesses
Fort +5, Ref +11, Will +12
OFFENSE
Speed 60 ft.
Melee +1 dagger +16/+11 (1d4+4/19–20), touch +7 (1d4 Wisdom drain), 2 claws +7 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain, create spawn, Wisdom drain
Spell-Like Abilities (CL 9th)
At will—disguise self, ventriloquism
3/day—charm monster (DC 16), major image (DC 15), mirror image, suggestion (DC 15)
1/day—deep slumber (DC 15)
STATISTICS
Str 24, Dex 22, Con -, Int 13, Wis 19, Cha 15
Base Atk +9; CMB +17; CMD 32 (36 vs. trip)
Feats Alterness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Toughness
Skills Bluff +10, Diplomacy +5, Disguise +7, Intimidate +11, Knowledge (rel igion)+4, Perception +24, Stealth +26, Survival +13; Racial Modifiers +4 Bluff, +8 Perception, +8 Stealth
Languages Abyssal, Common
SQ undersized weapons
ECOLOGY
Environment temperate deserts
Organization solitary, pair, or cult (3–12)
Treasure double (+1 dagger, other treasure)

The desert people speak with awe of these cursed creatures; travelers who are surprised by the night and are forced to camp, can be charmed and seduced by these monstrous females, dragged into abandoned and desecrated temples, only to be offered in sacrifice to the dark gods. Or, a fate far worse, be turned into the undead and forced to live with their wives, isolated from the world and from sunlight. A fleshbound lamia never strays too far from his refuge, because she is aware that if doesn't return at sunrise its cursed existence will be painfully end.

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