Races

Khavosian Vampire - by T.A. Saunders ©2009 v1.8

Racial Articles Racial Abilities

NOTE: When playing a Prestige Race, the previous racial bonuses are dropped in favor of the new race's bonuses. A human vampire for example does not retain both human and vampire bonuses.

Vampiric Might

All Vampires are incredibly quick and strong, granting them incredible abilities of physical power above and beyond their mortal prey.(+15% to melee/ranged attack rolls, 40% to feats of strength and 75% to dodge one attack per round or +12% to a class Evasion-based skill).

Vampiric Fortitude

Given their documented supernatural origin, the vampires of Khavos' bloodline can take surprising amounts of damage from a conflict, then moments later, seem as though nothing at all had ever happened. Providing you can hurt one at all, the only way to really prevent this swift regeneration talent is by magical fire. Even normal flames have little effect of these vampires. The closer to Khavos' blood one is, the more overall damage and punishment they can take and recover from is exponentially increased. (-15% armor bonus vs. all forms of attack, 1d6 rounds to regenerate limbs, 1d4 rounds to recover from internal damage).

Mist Form

All of Khavos' progeny can turn into a fog-like mist at will. This mist can effect a fifteen foot area and can move against wind. This is often used as a form of escape or evasion, as the vampire has few talents in this state. However, while moving mist, they are able to cause terror in those trapped within and can fill the lungs to suffocate their adversaries. Likewise, only magic-based attacks (not including magic weapons) and blessed/bane weapons can harm them while in mist form. This talent is available 3 times per night. (Mist attack: suffocation in 4 rounds and has a 25% chance to cause terror in those witnessing the mist. Immune to physical damage save by magical attack or blessed/bane weapons. Usable 3 times per night).

Shadow Step

Given their propensity for the dark, vampires of Khavos' bloodline have learned how to move through the shadows. Three times per night a vampire may step into the shadows and appear in another nearby shadow to attack an adversary from behind or as a means of escape should he or she be cornered. (Move through any shadow within 120 feet of the vampire. Usable three times per night. If used in combat, considered a 95% Evasion tactic for all forms of attack).

Mind Control

Any vampire of Khavos' line can at some level, enact mind control over either humanoids or animals. The weaker the vampire is however, the less chance there is that a target will be effected. There had been a story of Ko herself once commanding a man to walk into the ocean and to not stop till he found the coast of Shalzaar. That man was found drowned to death days later. This talent is usable once per night. (Base 75% chance to mind control an intelligent target, -15% penalty for potentially self-harming commands. This power increases to base 95% chance for Elders. Usable one time per night).

Minor Mask of Mortality

By way of this talent, the vampire wills into effect an illusion that it allows the vampire to pass for a mortal. They will look much as they did before they died. This illusion can be foiled by coming too close to an active holy relic (such as a Crusader turning undead 50%), walking on consecrated ground (50%), or walking in front of a mirror (40%).

Blood Frenzy

A vampire can choose to willfully enter a blood frenzy state by which they allow themselves to be overcome by their animal instincts for a time to attack with greater ferocity. While this frenzy only lasts 1d4 rounds, the vampire is exceedingly dangerous during this time and will attack without relent. (+10% to melee/ranged attacks, one attack per round gained, +15% armor penalty for 1d4 rounds. Usable once per combat scenario).

Elder Talents (Permission must be attained by the GM to play an elder vampire. 15 EP per skill.)

When a vampire reaches an Elder status at roughly one hundredth year, he or she has been around long enough to have both mastered their mundane gifts and to gain knowledge into secrets of their condition that were not apparent when they were first turned. Some of these talents are learned from their makers or from research, others develop on their own over time.
There are only a handful of vampires that have reached the status of Ancient and they too have additional powers and fewer weaknesses. However, as rare as these vampires are, their powers are nothing more than rumor and conjecture.

Mask of Mortality (learned)

By way of this talent, the elder vampire wills into effect an illusion so powerful that it allows the vampire to pass for a mortal. They will look much as they did before they died and this illusion cannot be foiled, save for being exposed to their weaknesses directly. Being near holy symbols or walking by mirrors will not foul the effect of this illusion.

The vampire does not use Mana to fuel the spell, but their blood's own power. This allows the vampire to slip by the net of magic detection and aura-reading as well. (99% infallible illusion, save for direct contact with a known weakness).

Pass Unseen by Mortal Eyes (learned)

This talent is an advanced form of their Mind Control talent, that makes them mentally ignore the vampire's presence; whether it be by making the victim(s) look the other way when the vampire passes, or become deaf to their footsteps. So long as the vampire takes no hostile action while using this talent, any individual not immune to psychic attack will be effected minute possibility of resistance. This talent has an effective one hundred foot radius around the vampire using it. (99% effectiveness, usable three times per night).

Savage Form (Learned)

Khavos' progeny can all take the forms of a large hawk-sized bat or a ‘Savage Form' that is a bestial cross between humanoid and bat. This allows them the ability of flight over great distances. The Savage Form is far more durable than a normal humanoid form and can afford the vampire the ability to withstand enormous amounts of damage, even above and beyond what he or she could otherwise endure. (Man-Bat Savage form grants four attacks per round at +25% to hit for melee and grants the vampire -45% armor bonus vs. all forms of attack. Usable once a night for 1d6+2 rounds if Man-Bat form us used. Shape-shift into a bat can be done three times a night and does not grant armor bonuses).

Entrancing Gaze (developed)

An elder vampire has the ability to lure his or her prey to them by merely focusing their gaze upon that individual. Should that gaze be met and returned, the vampire can draw that person to them and remove all thoughts or sense of hostility. The victim will be spellbound by the vampire and will seem amorous towards them as well. Gender has no bearing on the effect of this lure, though it can deaden the amorous effect to one of admiration and respect. Once the gaze has been enacted, it does not require any further concentration, but any hostile action will break the effect instantly. Using this talent before Mind Control can increase the likelihood of its success. (75% chance of success, grants an additional +20% to Mind Control, Usable once a night).