| Nintendogeek01 |
I'm tossing around ideas for a vampire antagonist, one idea was one that actually interacts with the PC's regularly, hidden in plain sight and all that. However the fact that vampires do not cast shadows, and to a lesser extent the lack of reflection, worries me that it'd tip off the PC's too early. What tricks are there to hide these giveaways?
| CrimsonVixen |
| 1 person marked this as a favorite. |
9,000gp will get you Protective Penumbra on a piece of armor.
| Perfect Tommy |
One or two instances of the vampire obviously casting a reflection, obviously havng a shadow; obviously able to cross water - even if staged will throw players in a different direction.
So .. have a projected image in a mirror. Have a one minute staged conversation - before hurrying off to another room.
Spells that generate shadows, etc....
| Lady-J |
make them a dread vampire they dont lack shadows or reflections and they dont have some of the smaller pesky weaknesses that normal vampires do or you could use this
Senses: A dread vampire gains blindsight +20 ft., darkvision 60 ft., and the scent special ability.
Armor Class: Natural armor improves by +5.
Hit Dice: Change all of the base creature’s racial HD to d8s.
Defensive Abilities: A dread vampire has channel resistance +4; DR 10/good and silver; cold immunity; resistance to acid 10, fire 10, electricity 10, sonic 10; and fast healing 5, in addition to all of the defensive abilities granted by the undead type. vampire also gain the rejuvenation ability.
Speed: If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If it lacks one of those speeds, the vampire gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the dread vampire gains both at a speed equal to one-half the base creature’s highest speed.
The vampire also gains a fly speed equal to the base creature’s highest speed if it cannot already fly. Its manoeuvrability class becomes perfect. Flight gained by application of this template is supernatural in nature.
If the base creature has a swim speed, the vampire retains it.
Attacks: The dread vampire gains a primary slam attack if it has no other natural attacks. The damage for this slam attack depends on the base creature’s size.
Spell-like Abilities: 3/day—darkness; 1/day—deeper darkness. Caster level equals dread vampire’s total Hit Dice. All DCs are Charisma-based.
Special Qualities: The vampire retains all the base creature’s special qualities and gains those described here.
Blood Drain (Ex)
While a vampire is undead and thus does not need to eat or drink to survive it can drink blood from a living victim with its fangs by making a successful grapple CMB roll. If it pins the foe, it drains blood, dealing 1d6 points of Constitution damage each round it maintains the pin. The vampire gains no mechanical benifit for drinking blood. the vampire is not limited to only drinking blood however it may eat and drink normal food with out penalty to keep up its appearance of still being alive.
Uncanny Climber (Su)
A vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.
Abilities: Str +8, Dex +6, Int +4, Wis +4, Cha +6. As an undead creature, a vampire has no Constitution score.
Feats: A vampire gains Alertness, Combat Reflexes, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.
Skills: A vampire receives a +8 racial bonus on Acrobatics, Bluff, Perception, Sense Motive, and Stealth checks and they are always class skills.
Rejuvenation (Su)
vampires are notoriously hard to destroy. If reduced to 0 hit points in combat, a vampire and all their belongings turn to ash as per disintegrate. It and its items are then reformed in a special coffin similar to a phylactery in 1d10 days. while reforming, the vampire is helpless. once it is reformed it has full hit points and is treated as though it had a full rest for the purposes of class abilities.
Even if a vampire is killed again, the rejuvenation process begins again unless the coffin is destroyed. if the coffin is destroyed but the vampire is still alive a new coffin can be made by doing a ritual that lasts 10 days and the amount of gold needed to make the coffin.
Murdock Mudeater
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I'm tossing around ideas for a vampire antagonist, one idea was one that actually interacts with the PC's regularly, hidden in plain sight and all that. However the fact that vampires do not cast shadows, and to a lesser extent the lack of reflection, worries me that it'd tip off the PC's too early. What tricks are there to hide these giveaways?
Blood of Fiends has some alternate racial quirks for Tieflings which include a tiefling without a shadow.
If the PCs first encounter a tiefling without a shadow, encountering another character, later, without a shadow, won't be as weird.
The Vampire could also disguise as a tiefling and the PCs would able to use a knowledge check to learn that while uncommon, some tieflings do not cast shadows.
Not sure on the reflection. I think the easiest option there, for the GM, would be to have another antagonize that attacked creatures from within reflections, so the PCs were disinclined to look in mirrors at all. A Witch would be an ideal mirror-based enemy. A haunt could also work.
And the key here would be to not introduce both oddities at the same time. Meeting the NPC without a shadow shouldn't occur on the same day they get attacked from a mirror. These are just related events which just happen to make the vampire harder to notice.
| VRMH |
| 2 people marked this as a favorite. |
If there's something special about the character other than being undead - like a special race or bizarre mannerism - many players wouldn't consider the possibility that there's even more at play here.
A weird Gnome alchemist who collects broken dolls is a weird Gnome alchemist who collects broken dolls. He's NOT a weird Gnome alchemist vampire who collects broken dolls.
| Gauss |
For something less obvious try Shroud of the Daywalker (from the third party campaign Way of the Wicked).
Aura moderate necromancy; CL 9th
Slot none; Price 18,000 gp; Weight 1 lb.
DESCRIPTION
This funeral shroud at first glance appears to be made of the finest silk no doubt in some dark color such as black, burgundy or deepest blue. However upon closer inspection, it reeks of death and corruption.
When worn by the living, this shroud makes the wearer seem to be undead. Nonintelligent undead cannot detect the wearer as if cloaked by hide from undead. Even intelligent undead may fail to notice you unless they succeed at a DC 11 Will save.
When worn by a vampire, however, this shroud has a very different effect. The darkness woven into the cloak shrouds the vampire and allows them to move about during the day. Instead of taking damage from sunlight, they are only dazzled in areas of bright sunlight or within the radius of a daylight spell. This magic item does not free a vampire from its need to sleep however. A vampire who spends hours awake during the day must make up those hours by sleeping in their coffin at night.
Regardless whether living or dead, once per day, as standard action, the wearer may call forth the darkness within the shroud to make them invisible for up to nine minutes.
CONSTRUCTION
Requirements Craft Wondrous Item, darkness, hide from undead, invisibility; Cost 9,000 gp
Ferious Thune
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The Guise of Life Social Talent for Vigilantes grants a Human Social Identity to an undead (or creature with Negative Energy Affinity, like a Dhampir).
Guise of Life (Su): An undead vigilante with this talent gains an additional social identity in the form of one living creature identical to the vigilante’s appearance in life. Successful Knowledge checks reveal information about the vigilante as if he were a living creature, and he counts as living for the purpose of divination spells and effects. He gains no other benefit from appearing to be a living creature, and remains vulnerable to positive energy and spells that effect undead. The vigilante must be a corporeal undead creature to select this talent. Humanoid vigilantes with the negative energy affinity racial trait can also select this talent, gaining a human social identity.
Looks like what you might want, and only requires a 1-level dip into the class.
| John Mechalas |
| 1 person marked this as a favorite. |
How often do players ask about the ambient lighting or the weather? How often do they notice whether or not there are mirrors about?
You haven't specified how much interaction you intend to have, but one option is to simply have the vampire only meet with them on overcast days, or at his/her home where the rooms are all brightly and evenly lit and there are no mirrors about. If they don't have any reason to suspect anything, would they really notice or think anything of the fact that there just always happens to be diffuse lighting when they meet?