The Day-Walker
A Character Race Template for D&D3.5e
Hit Dice:
Increase base hit die by 1 (d6=d8,
d10=d12, etc...)
Initiative: as base creature
Speed: as base creature
Armor Class: Natural armor +3
Attacks:
Bite
Damage: Special
Face/Reach: as base creature
Special Attacks: Blood Drain
1d4 con drain (after
successful bite)
Special Qualities: Fast Heal
2, Blood Rage, Damage Reduction 5/silver, Resistance: 5 (cold, electricity), Dark
Vision 60', Scent (blood tracking), Light Blindness, Fire
Weakness, Hard Heal
Saves: +3 will saves (vs
mind influencing, phantasms, charms, compulsions, patterns, morale effects)
Abilities: +3 str, +3 dex, -1
con, -1 chr
Skills: as base
creature
Climate/Terrain:
Any
Organization: Solitary
Challenge Rating:
+2 CR or +2 ECL
Treasure:
as base creature
Alignment: no lawful
alignments
Advancement:
as base creature
Damage Reduction: The Day walkers damage reduction can be bypassed if the ones attacking him have a silver weapon
Blood Drain: The Day Walker can drain 1d4 temporary constitution from any victim they have successfully grappled (Still requires a attack roll to bite)
Fast Heal: The Day Walker can heal 2 hp a round as long as their HP total is above 1
Blood Rage:
The first time a Day Walker is damaged in combat, he must make a will save (DC=dmg
taken) or go into a rage (Same abilities as a barbarians rage) and will attempt
to drain the life from any severely wounded victim or attack if no victim is
near. (Friend or foe, though they will choose foe over a friend) this can
be resisted on a second will save DC=20
Blood Scent:
The Day Walker may track as per the track feat if their quarry has bled at all,
or gain a +8 to tracking if the day walker already has the track feat
Light Blindness: Abrupt Exposure to bright light (such as a sunlight or daylight spell) will blind the Day Walker for one round. In addition they suffer a -2 penalty to attack, save, skill check rolls while in sunlight (This ability may not be bought off in anyway it's a permanent weakness)
Sustenance: The Day Walker exists on 1/2 the food needed for a regular creature of it's type. But it needs to drink at least 1/2 it's level in blood each week or their Blood Rage DC goes up by 5 for each week they do not (Both saves get increased)
Fire Weakness: The Day Walker takes a extra 2 hp damage for every dice in a fire based attack (5d6+10, 3d6+6, etc...)
Ageing: A day Walker ages 1 year for every 3 years that pass
Staking: A stake through the heart (Requiring a called shot roll at -10) incapacitates the Day Walker until the stake is removed.
Hard Heal:
Being made up of both negative and positive energy, healing can be tricky.
As such both inflict wound spells and cure wounds spells will heal a Day walker,
but the final total must be halved then applied (3d8+3=27 - 13 points of actual
healing, rounding down)
2001-2002.
Sean Nichols. All Rights Reserved. None of these materials may be reproduced in
any fashion without express written consent.