The Annethian vampires were created when their mother, Queen Anne, prayed to all of the gods of Kildik so that she could have children, including the half man- half bat god Rasmodius that is worshipped by the Drow. The God bestowed her twin children, Akasha and Enkil with the powers of the vampire. Akasha and Enkil were put into the dungeons under the palace when they were 7 years old. The dungeons are also the places were they sent the prisoners, and the children were raised by these criminals (only because they couldn’t kill the children). The twins went no a rampage when they reached the age of 24, and Akasha and Enkil turned most of these criminals into the children of the night. While these children were not exactly as strong as the twins, they are awfully close. With their new army, the twins over-ran the kingdom, and they took it within a few weeks. The army started their new existence in their newly named country: The Grief Lands. They are currently at war with the lycanthropes of Full-Moon Isle on the newly formed land bridge between the two countries. Akasha and Enkil have a divine right to rule; at least that’s what their people think. They are worshipped together though, and never worshipped apart. They are known as those who must be kept, because the other Annethians have discovered that they cannot be put into the sun, or they will all parish in the flame. Ironically, they keep the name of their original mother Queen Anne, as a token of appreciation to their great mother.
ANNETHIAN VAMPIRE
Annethian vampires resemble what they were in life, though their skin is snow white. Their canine teeth grow longer, and sharper. Annethian vampires speak any languages they knew in life. Blood is the only thing that keeps them ticking, without it, they will need to sleep even more. They can obtain blood via the blood drain ability (later in this section) or they can drink warm stored blood, which is not preferred. This later method is usually practiced by people denying their vampirism. The Annethians that like what they are usually keep slaves to drain.
CREATING AN ANNETHIAN VAMPIRE“Annethian Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
An annethian vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: speed increases to three times the base creatures speed. Annethian vampires are extremely fast, faster then the human eye.
Armor Class: The base creature’s natural armor bonus improves by +2, and they gain a +4 misc. modifier to their armor class because of their incredible speed.
Attack:An annethian vampire retains all the attacks of the base creature. If the base creature can use weapons, the annethian vampire retains this ability. A creature with natural weapons retains those natural weapons. It also gains a slam attack.
Full Attack: An annethian vampire fighting without weapons uses either slam attack or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Annethian vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the annethian vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size---------Damage
Fine-------------1
Diminutive----1d2
Tiny-----------1d3
Small---------1d4
Medium-------1d6
Large---------1d8
Huge---------1d10
Gargantuan-1d12
Colossal------2d8
Special Attacks: An annethian vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): An annethian vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the annethian vampire gains 5 temporary hit points.
Dominate (Su): An annethian vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the annethian vampire must use a standard action, and those merely looking at it are not affected. Anyone the annethian vampire targets must succeed on a Will save or fall instantly under the annethian vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create a Dark Child (Ex): If a mortal creature drinks an Annethian vampire’s blood, they make a fortitude save DC 15. If successful, they fall unconscious, and awaken at dusk of the following day, to rise as an annethian vampire.
Psi like Abilities: at will- mindlink, read thoughts,
Special Qualities: An annethian vampire retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Su): An annethian vampire has damage reduction ?. An annethian vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): He heals 5 points of damage each round so long as it has at least 1 hit point. Once at rest in its coffin, he is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Resistances (Ex): An annethian vampire has resistance to cold 30 and electricity 10.
Spider Climb (Ex): An annethian vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): An annethian vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +8, Int +2, Wis +2, Cha +8. As an undead creature, an annethian vampire has no Constitution score.
Skills: Annethian vampires have a +10 racial bonus on Bluff, Diplomacy, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Annethian vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or coven (10d6+4)
Challenge Rating: Same as the base creature +2
Treasure: Double standard.
Alignment: Lawful Evil
Advancement: By character class.
Level Adjustment: Same as the base creature +8
ANNETHIAN VAMPIRE WEAKNESSES
They ignite if put into sunlight, and if burned by normal fire, you must scatter their ashes, or they will rise from them. Also, if you leave the great ones out in the sun, all other Annethian Vampires will parish ultimately, as if they themselves had been put into the sun.
ANNETHIAN VAMPIRE CHARACTERS
Their favored class is rogue, though many become Clerics of Those who must be kept.
THOSE WHO MUST BE KEPT
Considered gods by their people, Akasha and Enkil can be used to draw divine energy from. Their holy symbol is a fanged mouth biting into the stone, because they are currently kept under lock and key in large tombs. Although they could obviously break these tombs, they chose to lead their people from were they lay. The others placed them here for fear that they would all implode if the twins were put into the sun. Akasha and Enkil have entered a state of almost complete petrification, and no longer need to feed like their lesser spawn. This state keeps them in an almost eerie sense of stillness, but when they do move, it is so fast you can’t even see it happen. Their Cleric Domains are Law, Evil, Destruction, and Trickery. They are worshiped by Annethians, Rogues, and Gray Jesters.
I am working on a new campaign that is using the horror gameplay mechanics. I started this consept a while ago, and I am know going to use it as a side-plot to the current campaign I am creating. What does everyone think. This is just the rough idea, I would really like to expand on this and edit it.
Thanks for any and all help I recieve in advance,
Blackthornes
P.S.- yes, these guys have a light basis on the vampires from Anne Rice's Vampire chronicles, including the terms those who must be kept, and the names Akasha and Enkil.
I kinda like the idea, but the backstory seems a little off. For example, why wernt the children killed at birth? Even if the queen wanted to keep them alive, surely there would have been an accident soon after they were born where they were taken for a nice stroll outside BURST INTO FLAMES AND DIED. Unless, of coarse, the children were recognized as vampires within hours of their birth.
In which case, it presents another problem. Even if the queen wasn't entirely weirded out by that fact that she gave birth to vampires, surely her subjects would be.
And why wait till the age of seven to toss them underground? The terrible twos would have had them running artound and, instead of breaking things, biting people.
And what happened to all the prisoners bitten before their 24th year?