Dungeons and Dragons 4th Edition Vampire Theme v1.5

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Character Theme: Vampire Infused with the power of Darkness and already experienced Death, you are a lethal creature of the night. As you power increases your supernatural nature comes to the fore-But will your humanity pay the price? Most Vampires are treated as monsters and with good reason, drinking the blood of creatures is not a practice most civilized races respect. As a Vampire you have powerful shadow magic at your side but a weakness to the radiant heat of the sun. Vampires are thin but strong and quick with deathly pale skin and glowing red eyes though different colors are possible. As a vampire your fellow party members and allies will be careful around you, never knowing if you going to betray the party, whether they knew you before you became a Vampire or not. Vampires are created through a dark ritual usually performed by a Vampire Lord but can be made by being infected with vampirism or by other means. Many see vampirism as a way to gain immortality, but as usual they must pay the price, by becoming an undead horror that must feed its hunger with blood. If the character already has a theme, the character loses the original theme and any features or powers gained from it. The character then gains the new theme and gains all the features granted by level. The player can then choose to replace lost powers or feats with those from his or her class, skills, or the new theme. Vampire Traits Secondary Role: Striker Power Source: Shadow Granted Power: You gain the Blood Drinker power Granted Features: Child of the Night, Vampiric Regeneration, Vampiric Ally, Vampiric Strength Blood Drinker Vampire Feature With a quick bite you steal some of your enemy’s precious life force. Encounter Shadow Standard Action Melee 1 Target: One Creature Attack: Charisma +2; at 11th level increase to +4 and at 21st level increase to +6 vs. AC Hit: 1d10 + Charisma modifier damage and you gain 5 temporary hit points and a healing surge. Level 11: 2d10+ Charisma modifier damage Level 21: 3d10+ Charisma modifier damage and you gain two healing surges. Special: You can use this power as many times per encounter equal to your charisma modifier but can only be used once per turn. Child of the Night Benefit: You are an undead creature. Your maximum amount of healing surges becomes 2. You are unaffected by anything that effects only living creatures. You don’t need to breathe, which means you are immune to suffocation. You also don’t age. Unlike most undead you still need to sleep. Also you do not cast a shadow or produce a reflection. You have Darkvision, resist 5 necrotic and vulnerable 5 radiant. If you end your turn in direct sunlight and lack protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your vulnerability to

description

A Vampire theme I made for D&d 4e because I thought they should have made Vampire a theme instead of a class. Enjoy !

Transcript of Dungeons and Dragons 4th Edition Vampire Theme v1.5

Page 1: Dungeons and Dragons 4th Edition Vampire Theme v1.5

Character Theme: Vampire Infused with the power of Darkness and already experienced Death, you are a lethal creature of the night. As you power increases your supernatural nature comes to the fore-But will your humanity pay the price? Most Vampires are treated as monsters and with good reason, drinking the blood of creatures is not a practice most civilized races respect. As a Vampire you have powerful shadow magic at your side but a weakness to the radiant heat of the sun. Vampires are thin but strong and quick with deathly pale skin and glowing red eyes though different colors are possible. As a vampire your fellow party members and allies will be careful around you, never knowing if you going to betray the party, whether they knew you before you became a Vampire or not. Vampires are created through a dark ritual usually performed by a Vampire Lord but can be made by being infected with vampirism or by other means. Many see vampirism as a way to gain immortality, but as usual they must pay the price, by becoming an undead horror that must feed its hunger with blood. If the character already has a theme, the character loses the original theme and any features or powers gained from it. The character then gains the new theme and gains all the features granted by level. The player can then choose to replace lost powers or feats with those from his or her class, skills, or the new theme. Vampire Traits Secondary Role: Striker Power Source: Shadow Granted Power: You gain the Blood Drinker power Granted Features: Child of the Night, Vampiric Regeneration, Vampiric Ally, Vampiric Strength Blood Drinker Vampire Feature With a quick bite you steal some of your enemy’s precious life force. Encounter Shadow Standard Action Melee 1 Target: One Creature Attack: Charisma +2; at 11th level increase to +4 and at 21st level increase to +6 vs. AC Hit: 1d10 + Charisma modifier damage and you gain 5 temporary hit points and a healing surge. Level 11: 2d10+ Charisma modifier damage Level 21: 3d10+ Charisma modifier damage and you gain two healing surges. Special: You can use this power as many times per encounter equal to your charisma modifier but can only be used once per turn. Child of the Night Benefit: You are an undead creature. Your maximum amount of healing surges becomes 2. You are unaffected by anything that effects only living creatures. You don’t need to breathe, which means you are immune to suffocation. You also don’t age. Unlike most undead you still need to sleep. Also you do not cast a shadow or produce a reflection. You have Darkvision, resist 5 necrotic and vulnerable 5 radiant. If you end your turn in direct sunlight and lack protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your vulnerability to

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radiant damage) from the sunlight and you are weakened (save ends). If you drop below 1 hit point from this damage you are instantly destroyed. Vampiric Ally Benefit: Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points. Vampiric Strength Benefit: You gain a bonus to all damage rolls equal to you charisma modifier. The bonus increases to 2 + charisma modifier at 5th level, 4 + charisma modifier at 15th level and 6 + charisma modifier at 25th level. Vampiric Regeneration Benefit: While you are bloodied you gain regeneration equal to you charisma modifier. If you take radiant damage your regeneration doesn’t function until your next turn. Vampire Powers The following powers are available to any character that has chosen the Vampire Theme. Level 2 Utility Power Charming Gaze Vampire Utility 2 Your compelling demeanor throws your prey off its guard, lulling into a false sense of security. Encounter Charm, Shadow Minor Action Close Blast 5 Target: One creature in burst Effect: Until the end of your next turn, the target cannot make opportunity attacks or make immediate actions. In addition, you gain a bonus to your next bluff check or diplomacy check equal to 4 + your charisma modifier. Level 3 Encounter Power Unleashed Fury Vampire Attack 3 You become a ravening beast, lashing out at your foe with the power of your dark rage. Encounter Shadow Standard Action Melee 1 Target: One Creature Attack: Dexterity +2; at 11th level increase to +4 and at 21st level increase to +6 vs. Reflex Hit: 3d12 + Dexterity modifier damage Special: You can lose a healing surge when you use this power to either to target each creature adjacent to you with the attack or deal 3d10 extra damage to a single target. Level 13: As above, but 4d12 + dexterity modifier damage Level 23: As above, but 5d12 + dexterity modifier damage

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Level 5 Daily Power Swarm of Shadows Vampire Attack 5 Your body becomes a swarm of bat-like shadows that let you harry and steal the life of your foes. Daily Shadow, Teleportation Standard Action Close blast 3 Target: Each enemy in Blast Attack: Dexterity +2; at 11th level increase to +4 and at 21st level increase to +6 vs. Fortitude Hit: 3d6 + Dexterity modifier damage, and ongoing 5 damage (save ends). Miss: Half Damage Effect: You teleport to a square in the blast and are invisible until the end of your next turn. Level 15: As above, but 5d6 + dexterity modifier damage and the target is blinded (save ends) and if you hit at least one living creature with this attack you gain a healing surge. Level 25: As above, but 7d6 + dexterity modifier damage and the target is blinded (save ends) if you hit at least one living creature with this attack you gain a healing surge for every living creature you hit with this attack. Level 7 Utility Power Strength of Blood Vampire Utility 7 You draw on the life force you have consumed to gain a burst of strength. Encounter Shadow Minor Action Personal Effect: You gain a +5 power bonus to your next athletics, endurance or strength check you make before the end of your next turn. Special: You can lose a healing surge when you use this power to increase the bonus to +10.

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Level 9 Daily Power Domineering Gaze Vampire Attack 9 With a Glance, you foe falls under your control and will yield up its life force to strengthen you. Daily Charm, Necrotic, Shadow Standard Action Ranged 5 Target: One enemy Attack: Charisma +2; at 11th level increase to +4 and at 21st level increase to +6 vs. Will Effect: The target is dominated (save ends). While the target is dominated by this power, you can use a minor action while adjacent to the target to gain a healing surge and deal Necrotic damage to the target equal to your healing surge value. Doing so ends the domination. Miss: This power is not expended Level 19: As above, but you can gain two healing surges and deal necrotic damage to the target equal to twice your healing surge value (Your Bloodied Value) doing so still ends the domination. Level 29: As above, but you can gain two healing surges and deal necrotic damage equal to twice your healing surge value (Your Bloodied Value) doing so does not end the domination and the target takes a penalty to the saving throw to end the domination equal to your charisma modifier (maximum 5). Level 10 Utility Power Shared Blood Vampire Utility 10 You bite yourself to let the life energy you have consumed seep onto your ally, transferring some of your undying vitality. Daily Healing, Shadow Standard Action Melee 1 Target: One ally Effect: You lose a healing surge. The target regains 1 hit point, gains temporary hit points equal to his or her bloodied value, and can make a saving throw with a +2 power bonus.

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Vampire Feats The following feats are availible to anyone who has selected the Vampire Theme. Heroic Tier Day Walker Prerequisite: Vampire Theme, Trained in Bluff Benefit: You gain a +5 bonus to bluff checks when trying to hide the fact that you are a vampire. Detect Life Prerequisite: Vampire Theme Benefit: You gain a +5 bonus to perception checks to search for living creatures. Master of Darkness Prerequisite: Vampire Theme, 7th level Benefit: Your resistance to necrotic damage is increased to 10. Mist Form Prerequisite: Vampire Theme Benefit: You gain the Mist Form feat power. Mist Form Vampire Feat power You turn into a misty cloud and swiftly move through walls and cracks and become insubstantial. Encounter Polymorph Move Action Personal Effect: You assume a misty form until the end of your next turn. While in this form you are insubstantial and can fly up to your speed and move through small holes and cracks in walls. Sustain Standard: You retain your mist form until the end of your next turn. One With Darkness Prerequisite: Vampire Theme, Trained in Stealth Benefit: You gain a +5 bonus to stealth checks while in dim or darker areas. Vampiric Spell Caster Prerequisite: Vampire Theme, Wizard, Spellbook class feature Benefit: Powers from the vampire theme can be added to your spell book the same way as you gain daily and utility spells. When selecting a power from the vampire theme or wizard class, select two and add them to your spell book and after an extended rest you may select which spells to prepare. You can still only cast a ceratin amount of spells determined by your level.

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Paragon Tier Blood Starvation Prerequisite: 11th level, Vampire theme Benefit: You gain a +2 bonus to all attack rolls and damage rolls when you have no healing surges left. Vampires Gaze Prerequisite: 11th level, Vampire theme Benefit: You gain a +2 bonus to attacks and powers with the charm effect. Veil of Death Prerequisite: 11th level, Vampire theme Benefit: Once per encounter, when a creature drops below 0 hitpoints withing 5 squares of you, you gain a healing surge. Undying Power Prerequisite: 11th level, Vampire theme Benefit: You can use a ability score of your choice when using any vampire theme power, vampire theme feat power or vampire theme paragon path power for attack and damage rolls. Paragon Path: Vampiric Adept You have forsaken you humanity for great power. You have become a powerful user of your vampiric abilities. Many fear you and your undying strength. Prerequisite: 11th level, Vampire theme Vampiric Action(11thLevel): Whenever you spend an action point to take an extra action, you gain 1 healing surge. Vampiric Blood(11thLevel): You maximum amount of healing surges is increased to 4. Vampiric Day-Stalker(16thLevel): You gain a +2 bonus to Stealth checks. This bonus increases to +4 when you move 2 or fewer squares during the turn you make the check,or if your not in combat. In addition, sunlight no longer deals radiant damage to you, and when it weakens you, you gain a bonus to the saving throws to end that effect equal to your Charisma modifier. Level 11 Vampiric Adept Encounter Power Vampiric Retribution Vampiric Adept encounter 11 Your enemies wish to harm you with their radiant attack but you are swift and strike them before they can use their harmful attack against you. Encounter Shadow, Necrotic Immediate Interrupt Ranged Line of sight Trigger: A creature uses an attack with the radiant keyword and targets you. Target: The Creature that triggered this power. Attack: Dexterity +4 vs. AC Hit: 4d10 + Dexterity modifier necrotic damage and the target is weakened (save ends)

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Level 12 Vampiric Adept Utility Power Vampiric Transformation Vampiric Adept Utility 12 You call upon you vampiric to take the form of a ravenous wolf or a blood sucking bat. At-Will Polymorph, Shadow Minor Action Personal Effect: You turn into either a medium sized wolf or a small bat and shift one square. While in that form you can only make certain attacks and can’t use weapons. Your equipment fuses into your new form and cannot be accessed in any way. While in wolf form you gain a +2 bonus to you movement speed and a +2 bonus to stealth and perception skill checks, but can only use your claws or bite as a melee basic attack and can use the vampires Unleashed Fury or Strength of Blood Powers if you have them. Your claws and bite have a +3 proficiency bonus and do 1d8 + strength modifier damage. While in bat form you gain a fly speed of 6. You also gain in bat form a +5 bonus to perception checks and can use the vampires Blood Drinker, Blood Servant, Charming Gaze or Domineering Gaze Powers if you have them. Returning to your humanoid form is a minor action.

Level 20 Vampiric Adept Daily Power Blood Servant Vampiric Adept Attack 20 After your foe is weakened, or asleep, you over power them and bite their neck and make them your blood servant. Daily Charm, Shadow Standard Action Melee Touch Target: One bloodied or helpless humanoid creature Attack: Charisma +5 vs. Will Effect: 1d6 + Charisma modifier damage and the target is dominated until the end of the encounter and gains a +2 bonus to attack rolls until the domination ends. At the end of the encounter the target must make a saving throw, if it fails it is still dominated for 5 minutes then can make another saving throw. This continues until the target is no longer dominated.

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Vampire Theme Optional Rules Presented here are rules for a darker version of the vampire if you want a more bestial feel and roleplaying opportunity. Blood is Life: You must feed once every so often. If you don’t your bestial nature comes to the front. You must feed every twelve hours or slightly go insane due to lack of blood. The list below denotes the stages of hunger and the effects that they have your mind and body. Once you go 72 hours without feeding you become completely set on drinking blood, any blood would do but you fellow party members seem to be looking more to your taste. Every twenty hours without feeding you progress down the list. When you feed you start to back up the list so, if you have not fed for forty eight hours and then you drink blood, you go back to the effects of not feeding for twenty four hours and then feeding again you would be set back to the normal amount and wouldn’t need to feed again for another twenty four hours. Whenever you feed, as a minor action, the creature you are feeding off of takes damage equal to your healing surge value and you regain health equal to your healing surge value. You may only feed on living creatures. The DM may have different rules for what you can feed on. 24 hours without feeding: You begin to feel hunger for life giving blood. You take a -2 penalty to all charisma and wisdom skill checks, +2 to all strength skill checks. Make a Constitution check: DC 10, if you fail, you take damage equal to your healing surge value. 48 hours without feeding: You begin to feel the need to feed get stronger. You take a -4 penalty to all charisma and wisdom skill checks, +4 to all strength skill checks. Make a Constitution check: DC 15, if you fail, you take damage equal to twice your healing surge value (your bloodied value). 72 hours without feeding: You are starving for mortal blood. You take a -6 penalty to all charisma and wisdom skill checks, +6 to all strength skill checks. Make a Constitution check: DC 20, if you fail, you take damage equal to twice your healing surge value. The bonuses and penalties do not stack with each twenty four hours and every twenty four hours after 72 without feeding you must make a constitution check: DC 20, if you fail, you take damage equal to twice your healing surge value. You also take a -6 penalty to all charisma and wisdom skill checks, -6 to all strength skill checks and are weakened until you feed but you still only revert to the effects of 72 hours without feeding.

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Vampire Alternate Powers The following powers are available to any character that has chosen the Vampire Theme and wants more options for their Vampire character. Level 2 Utility Power Vampiric Climb Vampire Utility 2 With your vampiric strength you pull yourself over obstacles and into a more advantageous area Encounter Shadow Minor Action Personal Effect: You gain a climb speed equal to half your normal move speed until the end of your next turn. Sustain Minor: You sustain the effect until the end of your next turn Level 3 Encounter Power Mind Haze Vampire Attack 3 You cloud your enemies mind with your vampiric powers. Encounter Shadow, Psychic Standard Action Ranged Line of Sight Target: One Creature Attack: Charisma +2; at 11th level increase to +4 and at 21st level increase to +6 vs. Will Hit: 2d8 + Charisma modifier psychic damage and the target is dazed (save ends). Level 13: As above, but 3d8 + charisma modifier psychic damage and the target is dazed (save ends) and take a -3 penalty to saving throws until it saves from the effects of this power. Level 23: As above, but 4d8 + charisma modifier psychic damage and the target is dazed (save ends) and take a -5 penalty to saving throws until it saves from the effects of this power. Level 5 Daily Power Vampiric Suggestion Vampire Attack 5 You compel your foe to do your bidding, even if that action threatens their life. Daily Shadow, Psychic, Charm Standard Action Ranged 5 Target: One creature within range Attack: Charisma +2; at 11th level increase to +4 and at 21st level increase to +6 vs. Will Hit: 1d10 + Charisma modifier psychic damage, and you slide the target 5 squares, even over dangerous terrain like a ledge or cliff. Level 15: As above, but 2d10 + charisma modifier psychic damage Level 25: As above, but 3d10 + charisma modifier psychic damage, and you slide the target a number of squares equal to 5 + your charisma modifier.

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Level 7 Utility Power Raise Vampire Spawn Vampire Utility 7 You raise a dead enemy to serve you as a vampire spawn. Daily Shadow Ranged 2 Standard Action Target one dead humanoid creature within range Effect: You raise a dead humanoid creature that has not been dead for more than 30 days and is your level or lower, back to life under your command. The creature has the same stats as it did in life except it only has 1 hit point, resist 5 necrotic and vulnerable 5 radiant, gains the undead keyword and if starts its turn in direct sunlight it is instantly destroyed. The creature only has a slight memory of its life before and only follows the orders of its creator, though short conversations are possible if questions are necessary. The creature acts on your initiative and when it dies it is turned into a pile of fine grey dust. Special: You can lose a healing surge when you use this power to retain the use of this power. Level 9 Daily Power Vampiric Defense Vampire Attack 9 With a Glance, you foe falls under your control and will yield up its life force to strengthen you. Daily Charm, Necrotic, Shadow Immediate Reaction Close burst 5 Trigger: A Creature attacks you when you are bloodied. Target: All enemies within the burst Attack: Charisma +2; at 11th level increase to +4 and at 21st level increase to +6 vs. Will Hit: 1d10 + charisma modifier necrotic damage and the target is blinded (save ends) Effect: You gain a + 2 bonus to all defenses and a +5 bonus to saving throws until the end of your next turn. The burst creates a darkness-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the zone at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the zone is immobilized (save ends). Level 19: As above, but 2d10 + charisma modifier necrotic damage. Level 29: As above, but 3d10 + charisma modifier necrotic damage, and the zone persists until you choose to end it as a free action. You can also choose to move the zone up to 5 squares as a minor action.

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Level 10 Utility Power Vampiric Vitality Vampire Utility 10 You are an immortal creature of darkness, and when you are injured or dyeing, you let the world remember that. Daily Healing, Shadow Immediate Reaction Trigger: You are bloodied Target: Personal Effect: You regain hit points equal to your bloodied value. Level 20: As above, or the trigger becomes when you fall unconscious. You can spend two healing surges but not gain any hit points, and you regain hit points equal to your healing surge value at the end of your next turn. Level 30: As above, or the trigger becomes when you die and you can spend three healing surges but not gain any hit points, and you regain hit points equal to your bloodied value in 1d10 days, unless you were killed with fire, radiant damage or were beheaded, then this power has no effect.

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Vampire Items Armor Vampiric Garb Level 1+ This clothing is made for Vampires to keep the sun from turning them into piles of ash. Lvl 1+1 360 gp Lvl 6 +2 1800 gp Lvl 11+3 9000 gp Lvl16 +4 45000 gp Lvl 21+5 225000 gp Lvl30+ 6 1125000 gp Armor: Cloth, Leather Enhancement: AC Property: When you drop to 0 hit points or less from damage from the sun, you do not turn into a pile of ashes, but are knocked unconscious Weapons Vampiric Weapon Level 1+ The crimson blade of this weapon steals the life force of enemies slain. Lvl 1+1 360 gp Lvl 6 +2 1800 gp Lvl 11+3 9000 gp Lvl16 +4 45000 gp Lvl 21+5 225000 gp Lvl30+ 6 1125000 gp Weapon: Heavy Blade, Light Blade Enhancement: Attack and Damage rolls Critical: +1d8 necrotic damage per plus Property: Whenever a creature is reduced to 0 or less hit points with this weapon, you gain 5 temporary hit points. Level 16: 10 temporary hit points. Level 30: 15 temporary hit points. Potions The Cure Level 5 This potion temporarily allows you take on the appearance of a living mortal. Lvl 5 1000 gp Power(Consumable Polymorph): Minor Action. When you drink this potion and you are a vampire, your physical appearance changes to that of which it was before you became a vampire for 24 hours . And also you cast shadow and have a reflection, and gain a +10 bonus to bluff checks to hide the fact that you are a vampire. If you are not a vampire this potion has no effect on you.

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Vampire Rituals Dark gift of the Undying In the unholy name of Orcus, the Blood Lord, you transformanother being into a vampiric creature of the night. Level: 11 (caster must have the vampire theme or be a vampire lord) Category: Creation Time: 6 hours; see text Duration: Permanent Component Cost: 5,000 gp per level of the subject Market Price: 75,000 gp Key Skill: Religion This ritual can be performed only between sunset and sunrise. As part of the ritual, you and the ritual’s subject must drink a small amount of each other’s blood, after which the subject dies and is ritually buried in unhallowed ground. After the interment, you invoke a prayer to Orcus and ask him to bestow the Dark Gift upon the subject. At the conclusion of the ritual, the subject remains buried, rising up out of its shallow grave as a vampire lord (and gains the vampire theme) at sunset on the following day. This ritual is ruined if a Raise Dead ritual is cast on the subject or if the subject is beheaded before rising as a vampire lord. Performing the ritual leaves you weakened for 1d10 Cure Vampirism You pray to the gods to return the creature before you to its mortal form and remove the curse of vampirism. Level: 11 Category: Restoration Time: 8 hours; see text Duration: Permanent Component Cost: 1000 gp per level of the subject Market Price: 75,000 gp Key Skill: Religion This ritual can only be performed between sunset and sunrise on an unconscious character with the vampire theme or vampire spawn. You pray to the gods to restore the ritual subject to a mortal form. Your prayers may become ansewerd for good or ill. The table denotes the effects of the ritual on the target. Religion Check Result Effect on Target 15 or less The target rises and attempts to attack the nearest creature 16-34 The target is cured of vamprism and the caster is weakened for 1d10 days 35 The target is cured of vampirism

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Create True Undead You bend over the corpse of a slain creature, applying mystic salves. As you finish the final Arcane incantations, the creature's eyes open as it is brought into unlife. Level: 1 Component Cost: 150 gp +50 gp per level of caster Category: Creation Market Price: 25 gp Time: 20 minutes Key Skill: Arcana Duration: Permanent To perform the Create Undead ritual, you must have the corpse of a dead creature. You apply mystic salves, and recite sepulchral chants of necromantic power to grant it unlife (making it an undead) . Thereafter the creature in question is under your command and will obey any order given by you to the best of its ability. However, it can only understand basic commands such as; attack, guard this position or stay. Typically, undead created in this manner are used by necromancers as pack mules, guards or minions in combat. This ritual can be used to create any form of undead creature whose level is equal or below yours (for example; a 4th level character can create a Rotwing zombie or any other undead creature of 4th level or lower). This ritual does not allow creation of sentient undead (such as: vampires, skull lords, flame skulls, lichs, etc). This ritual can create any undead who's intelligence is 10 or less providing the creature does not need to have a soul or can only be created by others of its kind. This ritual also does not allow the creation of an undead creature of which the body would not allow (for example, you cannot create a Rotwing Zombie if the body does not have wings. You can however, create a flame skeleton from a creature that is not already on fire providing you set it alight during the ritual). The following creatures can be created through this ritual; any Zombie, any Skeleton, Mummy Guardians and Giant Mummies. The caster can control one minion per tier (one at heroic, two at paragon, and three at epic) If this limit is exceeded then the oldest minion is destroyed to make room for the new one.

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Soul Split A ritual to split a soul into two completely different bodies, or into a new body created specially for the ritual. Level: 25 Component Cost: 100,000 gp, the ritual also requires a specifically designated target to have it's soul split, witch can be the caster or a willing or helpless individual, see text. Category: Creation Market Price: 500,000 gp, the ritual is outlawed in most kingdoms Time: Ten hours Key Skill: Arcana Duration: Permanent The soul split ritual is a ritual destined to take the soul of either the caster or an individual (Individual must be either willing or helpless) and split it into two parts. One half of the soul stays with the host body and remains under his/her control. The other half gets transferred into a dead corpse or a create a completely new body. This half soul now has a will of it's own. The half soul can be given whatever form of personality, morals and thoughts the caster wants it to have when it is transferred. Usually, casters make the soul either exactly like the original, except in a new body, or the exact opposite. Such as, if you wanted, you (Or your captors) could make a 'Dark' version of yourself. After the soul has been transferred and the ritual is done, the half soul becomes an independent being with a will of it's own. This means if you make a Dark version of yourself, it could very easily betray you. If you transfer half of a soul into a corpse, the body reanimates and is now under control of the half soul. The personality is still the choice of the caster, but the soul is has the natural powers the the body's original owner had. This means if you cast it into a civilian's corpse, it makes the soul have all the ability of a normal civilian. This also means that if you cast it an Arch-Wizard's body, they have all his ability and spells at their disposal. If you create a completely new body using the ritual, the body has all the abilities of the focus of the ritual. The new body looks exactly like the focus's body, except the caster can change the skin tone, hair color and eye color. The created being has the same statics as the body it was given, or the focus's statics if a new body is created. After the ritual, the focus can never be used as a focus for this ritual again. They're soul has already been halved, and cannot be halved again. Any attempts to half a soul again will automatically fail and kill the focus.