D&D 3.5 Conversions - Please Critique

Lord of Bones

Well-Known Member
#26
I've got some ideas for statting Mannimarco prior to his ascension; does Necromancer 15, Master Necromancer 10, Arcane Lord 5, Archmage 5 sound alright?

EDIT: Actually, now that I think about it, would anybody mind if I posted some of the stats I made for divine avatars in a separate thread? Not just gods, mind you; things like archfiends too.
 

Lord of Bones

Well-Known Member
#27
The Stars of Tamriel are divided into thirteen constellations. Three of them are the major constellations, known as the Guardians. These are the Warrior, the Mage, and the Thief. Each of the Guardians protects its three Charges from the thirteenth constellation, the Serpent.

When the sun rises near one of the constellations, it is that constellation's season. Each constellation has a Season of approximately one month. The Serpent has no season, for it moves about in the heavens, usually threatening one of the other constellations.

BIRTHSIGNS

The Apprentice

The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.

Benefit: You gain a +2 bonus to your arcane caster level and Spellcasting Prodigy as a bonus feat.
Drawback: You suffer +1 damage per die from all spell damage.

The Atronach

The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they suffer from a lack of magical aptitude.

Benefit: You gain a +2 bonus to your arcane caster level and you have a 50% chance of absorbing any spell directed at you to replenish your own spells.
Drawback: You require twice the amount of time to prepare and scribe spells. Additionally, you do not gain spells at each level; if you are a sorcerer you only gain half the amount of spells you would normally receive at each level and you cannot swap out spells.

The Lady

The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant.

Benefit: You gain a +2 bonus to Wisdom. Additionally, you gain a +2 bonus to your Fortitude saving throw.

The Lord

The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.

Benefit: You gain +2 Constitution. Your heart beats with the blood of the north, allowing you to gain fast healing equal to your Constitution modifier once per day per four character levels.
Drawback: You are trollkin, afflicting you with a weakness to fire. When you are dealt fire damage, you consider the damage die to be one step higher (i.e. a d6 becomes a d8, d8 to d10, etc).

The Lover

The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.

Benefit: You gain +2 Dexterity and +2 Charisma. Once per day, you may invoke a Lover's Kiss as a touch attack, paralyzing your target for one round per four character levels. (Fort negates)
Drawback: You are exhausted for one round per two character levels after using your Lover's Kiss, regardless of whether your opponent made his save.

The Mage

The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more talent for all kinds of spellcasting, but are often arrogant and absent-minded.

Benefit: You gain a +2 bonus to your Intelligence. Additionally, if you are a specialist wizard or have selected Spell Focus as a bonus feat at 1st level, you gain a +1 bonus to the save DCs of your favoured school.

The Ritual

The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.

Benefit: Due to the unique nature of this sign, the actual benefits are unknown. Some can disrupt undead (1d6 positive energy damage/two character levels, Fort halves) with a touch, some can cause one dead creature per two character levels to rise as a skeleton under the caster's control, and some can heal themselves with a thought (1d6/two character levels). There may be other unique abilities, depending on the time and date.

The Serpent

The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.

Benefit: You are Serpent-Born, granting you a +2 bonus to the ability score of your choice, and either a +1 bonus to caster level, spell save DC, attack rolls or damage rolls. Additionally, with a single touch attack you may lay a Serpent's Kiss once per day per two character levels (1d6 Con, Fort negates).

Drawback: You are Star-Cursed, afflicting you with a -2 penalty to a single ability score (to be decided by the DM). In addition, you suffer one die of damage extra from all weapons, and whenever you use Serpent's Kiss you suffer 1d6 points of damage per two character levels.

The Shadow

The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows.

Benefit: You may hide in shadows as a shadow dancer of one-half your level. Additionally, you gain a +2 bonus to Hide checks, and whenever you cast a spell meant to obscure, hide or camouflage you do so at +1 caster level.

The Steed

The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another.

Benefit: You gain a 5ft. increase to your speed. Additionally, Jump checks are made at a +2 bonus.

The Thief

The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs.

Benefit: You have a permanent +1 luck bonus to all rolls, saves and checks. Additionally, gain a +2 bonus to Dexterity.

The Tower

The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.

Benefit: You gain the ability to detect precious materials in a radius of 60 ft. Additionally, once per day you may open any magical or non-magical lock so long as its caster level is equal to your character level.

The Warrior

The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.

Benefit: You gain a +2 bonus to Strength. Additionally, the bonus you gain from Weapon Focus and Weapon Specialization is doubled.



Birthsigns are balance hell, as are the Breton race. As always, please critique.

The adjustments to the Serpent birthsign are intentional, as their flavor is out-of-sorts with their actual capabilities in-game.
 

Lord of Bones

Well-Known Member
#28
ALTMER

To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear.

Racial Traits

All High Elves share the following racial traits:

ò +2 Int, +2 Wis, -2 Str, -2 Con. Altmer are intellectual and wise, but physically frail.
ò Highborn (Ex): Altmer are naturally skilled at magic, granting them one extra spell slot or one extra use of each spell level they are capable of casting. Additionally, they gain a +1 bonus to spell DC.
ò Paralysis Immunity (Ex): Altmer are immune to paralysis.
ò Disease Immunity (Ex): The Altmer superior bood is resistant to all forms of disease. Altmer are immune to all magical and non-magical disease.
ò Price of Power: Centuries of inbreeding have left the Altmer with an innate weakness against magic of all types. When an Altmer receives damage from a spell, he treats the damage die as being one step higher.
ò Elemental Weakness: Altmer are disadvantaged against the elements. High Elves receive +1 damage per die from electricity and cold damage, and +2 damage per die from fire damage. If the damage is magical in original, relevant saving throws are made at a -2 penalty.
ò Favored Class: Wizard.

SOCIETY

Intellectual and arrogant, High Elven society is divided into a rigid hierarchy of classes over the millennia. The Wise (teachers and priests) became the highest echelon, followed by Artists, Princes, Warriors, Landowners, Merchants, Workers, and enslaved beasts such as goblins. Early literature by man painted the High Elves in poor light, though the impartiality of these accounts is questionable. It was suggested that the Altmer practiced eugenic infanticide, putting to death nine in ten of their newborns due to impurities, that Altmeri names are simply combinations of numbers in their own language, and that Altmer culture revolves around displaying social status. Later writings contain no mention of any of these practices; whether they were fabricated, exaggerated, or discontinued is not known.

Alignment: Any. Most Altmer tend to gravitate towards a lawful alignment, although neutral and chaotic alignments are not unknown.

Lands: The beautiful spires of Summerset Isle house the greatest minds of the High Elves. Little is known of the Isles themselves, but it is rumored that the Sload ruled there once. Recently, pushes made by the younger generation of Altmer have led to the Isles slowly opening its gates to other races, and many of the younger generation have ironically begun turning to the mysterious Psijic Order.

Settlements: Altmer tend to gravitate towards cities, especially those known for schools and institutions of magic. Altmer-heavy settlements tend to boast a high level of magical activity, and even the lowliest shopkeeper relies on a few magical tricks of the trade to get things done.

Beliefs: The creation myth of the Altmer begins before the start of the Dawn Era and the beginning of time: the primordial force of Anu, stasis or order, created Anuiel, the soul of all things, so it could know itself. Anuiel in turn created Sithis for the same purpose, who was the force of change and chaos and the sum up of all limitations, and their interrelation created the Aurbis, where the Original Spirits, the Aedra and Daedra, emerged before the creation of the Mundus. The ancient Aldmer believed they are the relatively feeble descendants of the Aedra ("Aedra" roughly translates to "ancestor spirit"), aspects of aspects of those Aedra who populated the Mundus so that it might last despite Lorkhan's deception.

As their hierarchical society developed, the lower classes stopped worshipping their own "lesser" Aedra in favor of those claimed by their social "betters".Thus the Altmer pantheon slowly formed around the most popular and well-known of the Aedra, which included Auriel, Trinimac, Syrabane, Phynaster, Magnus, and Y'ffre, many of whom would later be incorporated into the Nine Divines. The transition and choices have not gone without detractors.

Relations: Legendary for their snobbishness, Altmer find it difficult to relate to the "lesser races". However, many younger elves have begun casting aside their ancestral standoffishness and opened the gates of the Isles to other races. Still, there exists a substantial minority with the belief that the Altmer are the superior race.

EDIT: Most lore was taken from the UESP lore article on ALtmer.
 

Lord of Bones

Well-Known Member
#29
The races of Tamriel are far stronger than the D&D 3.5 races. I haven't given them any LA, since I'm not comparing them to PHB races.

ARGONIAN

Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends.

Racial Traits

All Argonians share the following racial traits:

ò +2 Dex, +2 Int, -2 Cha, -2 Con. Argonians are swift and calmly intelligent, but their alien looks and physiology are offsetting.
ò Blood of the Hist (Ex): Argonian blood is naturally resistant to disease, granting them a +2 bonus to all saving throws against disease. Note that the penalty to Constitution does not affect their Fortitude saves against disease.
ò Poison Immunity (Ex): Argonians are immune to all magical and non-magical poisons.
ò Gills (Ex): Argonians have a hidden set of gills, enabling them to breathe water freely.
ò Histskin (Su): Once per day, Argonians can gain the power of the Hist, granting them fast healing equal to their Constitution modifer for one round per character level.
ò Favored Class: Duskblade.

Argonian Characters

Swift and intelligent, Argonians make excellent thieves and mages.

Adventuring Argonians: Argonian adventurers are a rare breed. Most Argonians are relatively backward tribal people, more concerned with agrarian welfare than the world around them. Adventuring Argonians tend to be young and curious, and eager to explore other lands apart from their damp realm. Some may have darker interests in mind than others, though.

Argonian adventurers generally face mild hostility from Dark Elven communities, especially rural ones. More cosmopolitan lands, such as Cyrodiil, treat Argonians as curious objects of interest, although small communities of Argonians are not uncommon.

Character Development: Given their racial bonuses, Argonians are well-suited for the duskblade class, blending steel and spell. Many Argonians also become wizards and rogues, taking feats that enhance their respective abilities. Spellswords and arcane tricksters are natural prestige class choices.

Argonian religion is unknown for the most part, but Argonian druids exist. Argonians born under the Shadow constellation, however, are spirited away to join the Dark Brotherhood and serve Sithis as assassins.

Character Names: Argonian names tend to be rather descriptive. Examples include Skin-in-Tree's-Shade, Grey-Throat and Sings-like-Thunder. Some follow a more exotic naming pattern, such as Ajun-Kajin, Dar-Ma and Teekeeus.

BRETON

Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

Racial Traits

All Bretons share the following racial traits:

ò +2 Int, +2 Cha, -2 Str, -2 Con. Bretons tend to be intelligent and flamboyant, but not as physically capable as other races.
ò Arcane Aptitude(Ex): Bretons are famous for their quick and perceptive grasp of Spellcraft. They have a +2 bonus to Spellcraft checks and always treat Spellcraft as a class skill.
ò Magical Talent (Ex): Bretons are skilled in the magical arts. They have an innate +1 bonus to the DCs of their spells.
ò Spell Resistance: Even the least Bretons prides himself in his innate resistance to magic. All magical damage taken by Bretons is reduced by -1 per damage die. Spells that inflict ability damage, drain and negative levels are treated as though the damage die is one step lower.
ò Dragonskin (Su): Once per day, a Breton may grant himself a +1 bonus to AC per four character levels. This bonus lasts for 1 round per two character levels.
ò Favored Class: Wizard.

Breton Characters

Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock. Bretons are said to enjoy intellectual pursuits; they often have an affinity for anything related to logic and ordered complexity. Their love of knowledge and affinity for commerce drives them into a host of careers, including trading, the military, sailing, medicine, textiles, manufacturing, writing, theology, philosophy, banking, all kinds of artistry, and other scholarly pursuits.

Adventuring Bretons: Bretons quest for many reasons, as questing is part of the cherished traditions in the jockeying of power among High Rock's feudal hierarchy. Bretons have adventured all over Tamriel, and many use their magical talents to fuel their success. They are a well-regarded people, although there exists deep enmity among Bretons and Redguards.

Character Development: Bretons make excellent wizards and sorcerers, due to their innate grasp of spellcraft and beneficial ability score bonuses. Breton spellcasters often take feats that enhance their magical prowess or apply their arcane craft in a more economic manner, such as crafting magic items and offering enchanting services. Breton wizards tend to specialize in Conjuration, Divination, Necromancy and Transmutation, with Enchanters and Illusionists being a close second. Necromancy may seem an odd choice to specialize, due to the grislier aspects of the school, but many Breton mages are fascinated by the mystic nature of the soul and magic surrounding it view necromancy as a perfectly valid path.

That High Rock is the home of the legendary archlich and necromancer Mannimarco may also play a part in matters regarding the Necromancy school.

Evocation specialists are rare. While Bretons accept Evocation as a perfectly valid and respectable school of magic, they tend to view the other schools of magic as being more intellectually stimulating and challenging, due to the more varied applications inherent in them.

Breton clerics are rare, but the few that do follow the path of the divine worship gods of magic.

Character Names: Breton names tend to sound European. Examples include Francois Mottiere and Frizkav Brutya.
 

Garahs

Well-Known Member
#30
Lord of Bones said:
ò Spell Resistance: Even the least Bretons prides himself in his innate resistance to magic. All magical damage taken by Bretons are treated as though their damage die was one step lower.
As is, this could become rather irritating to players and DMs. Imagine how many times a person may have to roll (for instance) fireball damage twice. Once using d6s, and then d4s. I think you would be better off changing it to subtracting 1 from each die roll to a minimum of 1, or change it entirely.

Of course, this is assuming you don't play completely online.
 

Lord of Bones

Well-Known Member
#31
Garahs said:
Lord of Bones said:
ò Spell Resistance: Even the least Bretons prides himself in his innate resistance to magic. All magical damage taken by Bretons are treated as though their damage die was one step lower.
As is, this could become rather irritating to players and DMs. Imagine how many times a person may have to roll (for instance) fireball damage twice. Once using d6s, and then d4s. I think you would be better off changing it to subtracting 1 from each die roll to a minimum of 1, or change it entirely.

Of course, this is assuming you don't play completely online.
EDIT: Damn, I read that wrong. Will go edit.
 

Lord of Bones

Well-Known Member
#32
Mace of Molag Bal
Price: - (21st)
Body Slot: - (held)
Caster Level: 21st
Aura: overwhelming (DC 25); necromancy
Activation: special; see text
Weight: 8 lb

This eerie spiked mace bears a triad of horned, demonic visages midway through its length. There is an almost palpable sense of dread around this weapon as it seethes with a sickly green glow.

The Mace of Molag Bal, sometimes called the Vampire's Mace, is a favourite for vanquishing wizards. This +5 cursespewing heavy mace deals 1d6 points of Strength damage with each strike (Fort DC 15 + Str modifier halves); of which half is gained by the Mace's wielder as a profane bonus to Strength. Additionally, if striking a spellcaster, the mace absorbs 1d3 prepared spells (or spell casts per day, if the victim is a spontaneous caster; Will DC 15 + Str modifier negates). If the wielder of the Mace is a spellcaster, then he may use the absorbed spell levels to replenish an expended spell.

Once per day, after reducing a foe to half his maximum hit points, the wielder of the Mace may inflict an imprison soul effect (Will DC 23 negates) on his victim. Alternatively, the wielder can choose to cast soul bind instead (although the spell's target criteria must be met). The Mace functions as the receptacle in either case.

The presence of the Mace is also extremely unsettling, granting the wielder a +4 bonus to Intimidate checks but a -4 penalty to Diplomacy checks.

Lore: Created by Molag Bal, King of Rape and Lord of Domination, the Mace of Molag Bal embodies the will of its master. Those struck by the mace find their strength and spells leaving them, and their souls bound to the will of whoever holds the Mace. (Knowledge [arcana] DC 25)
 

Lord of Bones

Well-Known Member
#33
Mehrunes' Razor
Price: -
Body Slot: - (held)
Caster Level: 24th
Aura: overwhelming (DC 25); necromancy
Activation: special; see text
Weight: 1 lb

This otherwise unadorned dagger is a deep black. The arcane symbol of the planes of Oblivion is engraved midway through the blade.

Mehrunes' Razor is the artifact associated with Mehrunes Dagon, Daedric Prince of Destruction. This +6 dagger functions as a mace of ruin in combat. Poisons coated on the blade always deal maximum damage, and add the Razor's enhancement bonus to the saving throw.

Additionally, with each strike of Mehrunes' Razor there is a cumulative 2% chance the victim is afflicted with Daedric Banishing - they are simply struck dead, without a saving throw. Those slain in such a manner can only be brought back through a wish or miracle.

This artifact is prized among assassins. Members of the assassin prestige class add the dagger's enhancement bonus to their class level to determine their death attack's save DC, and the chance for Daedric Banishing to trigger is increased by 1% per two levels in the assassin prestige class.

Lore: Mehrunes' Razor (sometimes Mehrunes Razor) is a Daedric artifact created by the Daedric Prince Mehrunes Dagon. This powerful ebony dagger has the ability to kill instantly. (Knowledge [arcana] DC 20)

History does not record any bearers of Mehrunes Razor. However, eighty years ago the Dark Brotherhood was decimated by a vicious internal power struggle. It is suspected that the razor was involved. (Knowledge [arcana] DC 30)
 

Lord of Bones

Well-Known Member
#34
AZURA
Queen of Dawn and Dusk, Mother of the Rose, Queen of the Night Sky, Anticipation of Sotha Sil

Daedric Prince
Symbol: A brilliant blue starburst
Home Plane: Oblivion/Moonshadow, or Outlands/Moonshadow
Alignment: True Neutral
Aliases: Azurah (Elsweyr)
Superior: none
Allies: Molag Bal
Foes: Ebonarm, Nocturnal
Servants: none
Servitor Creatures: creatures associated with starlight and prophecy, neutral-aligned celestials, elemental wierds, fae, daedra (winged twilights in particular)
Manifestations: prophetic dreams
Signs of Favor: the appearance of the artifact AzuraÆs Star, prophetic dreams
Worshipers: the Dunmer, prophets, soothsayers, seers, those who acknowledge the beauty of twilight, enchanters, diviners
Cleric Alignments: Any neutral
Speciality Priests: None
Holy Days: Hogithum
Portfolio: dusk and dawn, the magic in-between the realms of twilight
Domains: Divination, Dream, Fate, Knowledge, Magic, Mysticism, Oracle
Favored Weapon: unknown

BOETHIAH
Prince of Plots

Daedric Prince
Symbol: A stoic warrior
Home Plane: Oblivion/Snake Mount, or Chamada/Snake Mount (Gehenna)
Alignment: Neutral Evil with Lawful tendencies
Aliases: none
Superior: none
Allies: Stendarr
Foes: Ebonarm
Servants: Veloth
Servitor Creatures: daedra (hungers), serpentine creatures, yugoloths (primarily battleloths, corruptors of fate, gacholoths)
Manifestations: none
Signs of Favor: the Ebony Mail, the appearance of the artifact Goldbrand, prophetic dreams
Worshipers: the Dunmer, assassins, rebels, plotters
Cleric Alignments: Any evil (Dunmer can be any neutral)
Speciality Priests: None
Holy Days: Gauntlet
Portfolio: conspiracy, plots, deceit, treason, murder, unlawful overthrow of authority
Domains: Death, Evil, Planning, Shadow, Trickery, War
Favored Weapon: Blade of Boethiah (Longsword)


CLAVICUS VILE
Prince of Pacts

Daedric Prince
Symbol: A brilliant blue starburst
Home Plane: Oblivion/Clavicus VileÆs realm, or Outlands/Clavicus VileÆs realm
Alignment: True Neutral with chaotic and evil tendencies
Aliases:
Superior: none
Allies: Molag Bal
Foes: Ebonarm
Servants: Barbas
Servitor Creatures: daedra, fiends, vampires
Manifestations: BarbasÆ tasks and actions
Signs of Favor: the Masque of Clavicus Vile
Worshipers: gamblers, tricksters, power-hungry mortals, vampires
Cleric Alignments: Any neutral
Speciality Priests: None
Holy Days: 1st Morning Star
Portfolio: granting of power and wishes through ritual invocations and pacts
Domains: Chaos, Luck, Pact, Planning, Trickery
Favored Weapon: unknown
 

Lord of Bones

Well-Known Member
#35
I'm about to stat out my first daedra, the daedroth. Here's what I've got for the daedra subtype so far; thoughts?

DAEDRA

Daedra are the usually chaotic outsiders that hail from the planes of Oblivion. A DaedraÆs alignment is usually any non-good, but depends on its native plane and the Daedric Prince it serves.

Traits: Daedra possess a particular suite of traits (unless otherwise noted in a creature's entry) as summarized here.
ò Immunity to one element and poison.
ò Resistance to two elements 30.
ò Weakness to one element (usually electricity)
ò Summon (Sp) Daedra share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
ò Telepathy.
ò Except where otherwise noted, daedra speak Common and Daedric.
ò A daedra's natural weapons, as well as any weapon it wields, is treated as the daedraÆs alignment for the purpose of resolving damage reduction
 

Lord of Bones

Well-Known Member
#36
LordofBones;12855236 said:
VOLKHAR (CR +4)

He wanted to know about the vampires of eastern Skyrim. I told him about the most powerful tribe, the Volkihar, paranoid and cruel, whose very breath could freeze their victims' blood in the veins. I explained to him how they lived beneath the ice of remote and haunted lakes, never venturing into the world of men except to feed.
Movarth Piquine listened carefully, and asked more questions into the night, until at last he was ready to leave.
"I will not see you for a few days," he said. "But I will return, and tell you how helpful your information has been."
True to his word, the man returned to my chapel shortly after midnight four days later. There was a fresh scar on his cheek, but he was smiling that grim but satisfied smile of his.
"Your advice helped me very much," he said. "But you should know that the Volkihar have an additional ability you didn't mention. They can reach through the ice of their lakes without breaking it. It was quite a nasty surprise, being grabbed from below without any warning."


-Immortal Blood

The Volkhar clan of vampires are native to the icy rivers and lakes of Skyrim. The Volkhar appear as frightening, feral versions of their mortal countenances, with pronounced fangs and frost-touched skin. Survivors of Volkhar attacks whisper that the most horrifying aspect of a Volkhar are its eyes; which are slitted, colourless and hungry. They blend horrific savagery with skilful illusions.

Creating a Volkhar

ôVampireö is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature + 4.

AL: Any evil.

Type: The creature's type changes to undead (augmented, cold). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A Volkhar gains darkvision in 60ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all Hit Dice to d12s. Volkhar are unnaturally resilient and use their Charisma modifier in place of Constitution to determine bonus hit points.

Defensive Abilities: A Volkhar gains turn resistance +4, DR 10/magic and silver, electricity 10, in addition to all of the defensive abilities granted by the undead type. Volkhar gain the fast healing innate to all vampires only in arctic conditions or when touching cold surfaces (such as cold water or a frozen pond). Volkhar are immune to cold damage.

Weaknesses: In addition to sunlight and holy symbols, fire is abhorrent to all Volkhar. Fire spells (such as fireball) and effects (such as flaming burst) deal twice normal damage to Volkhar. In addition, their predominantly aquatic nature renders them exceptionally vulnerable to spells such as desiccate and horrid wilting. Such spells have their damage die increased by one step when cast against a Volkhar.

Speed: Same as the base creature. Volkhar gain a swim speed equal to their land speed and are not impeded by running water.

Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size. Its slam also causes energy drain. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: Volkhar have all the standard abilities of normal vampires, but lack the ability to summon Children of the Night. They also have the following abilities:

Frost-Touched (Su): Volkhar inflict cold damage with their natural weapons, dealing +1d6 cold damage with each strike.

Enthrall (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level equals vampire's HD). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Ice Breath (Su): All Volkhar have a breath weapon in the form of a cone of cold cast at the Volkhar's Hit Dice. (Ref halves)

Steal Life (Su): Volkhar can drain blood from a distance of over 30 ft, inflicting 2d6 negative energy damage per round to any one target (Fort halves). The Volkhar must concentrate on its victim to maintain the effect, and is healed for the amount of damage dealt. If interrupted, the Volkhar must make a Concentration check to maintain the effect.

Special Qualities: A Volkhar gains the following:

Champion of the Night (Su): Volkhar have a surprising affinity for Illusion spells. A Volkhar adds +1 to the caster level and DC of his Illusions.

Icewalk (Su): Volkhar can move on ice without impediment. In addition, all Volkhar have the frightening ability to pass through ice and frozen surfaces as though it was air. This ability is constantly active.

Shadow Embrace (Su): Volkhar can cast invisibility at will, and can see in magical darkness while under the effect.

Ability Scores: Str +8, Dex +6, Cha +4. Volkhar are brutal and swift, but not as sharp as other vampiric clans.

Skills: Volkhar gain a +8 racial bonus on Perception, Stealth, Swim and Survival checks.

Feats: Volkhar gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Grapple, Leap Attack, Lightning Reflexes, and Toughness as bonus feats.
 
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