
Vampire Duminor
Desert vampires of Mephais. 2nd clan out of Sammael
Levels 3-30+
Disadvantages:
They cannot use their path of blood and necromantic magic while exposed to the sun, without risking lowering their radiation immunity by -50%. Drink Water: like humans, these vampires require water to survive and get dehydrated if they do not drink enough water. Water can be attained by drinking blood.
Advantages
- Improved Strength: +8 in elven form
- Keen Senses: +30 to split between senses or +10 alertness.
- Retractable Fangs: +10, large curved fangs like a lion's in vampire form, +3 in subrace form
- Retractable Claws: +15, large heavy claws in vampire form, +5 subrace form
- Feral Strength: +15, +1 per two levels in vampire form Rage: +25, +1 per two levels, base strength in any form, 0 HB defense when enraged, lasts at least 1 d6+2 actions (AR)
- Fortitude: +12
- Improved Stamina: +10
- Hasted Movement: +5 movement, +1 per two levels
- Far Leap: 2 d6, +1 per five levels, total = max distance covered. Also doubles as added kicking damage.
- Lion's Grace: +5 natural dexterity and reflexes, +1 per two levels
- Immune to Sunlight: sunlight has no ill affect on these vampires unless they use their blood sorcery or necromancy during daylight hours, which lowers their resistant to the sun by 50% until it sets.
Inborn Powers
- Domination: inborn power
- Charm by Gaze: power boosted by willpower vs. willpower
- Presence: inborn power
- Masters of Reality: choose 12 spells from the paths of phantasmancy, mental tower and dementia in limited paths, or illusory in Arcane Paths as a limited, innate path.
- Telepathy: inborn powers.
Arcane Paths:
Conjuration, Blood Sorcery (limited), Necromancy (arcane, full path) and Path of Shadows (elemental, full path).
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