Vampire Lord (prc)
REQUIREMENTS:To qualify to become a Vampire Lord, a character must fulfill all the following criteria.
Special: -Both levels of
Vampire-Must have created 6 vampire spawns to take the first level, at least half of which must be sentient creatures.
-Must have created 66 vampire spawns to take the second level, at least half of which must be sentient creatures.
-Must have created 666 vampire spawns to take the third level, at least half of which must be sentient creatures.
HD: d12Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Body of the Master, Legendary Blood Power, Dracula's Judgement, +1 Str, +1 Cha |
2 | + 1 | +0 | +0 | +3 | Legendary Blood Power, Dracula's Judgement, +1 Str, +1 Cha, +1 Dex |
3 | + 1 | +1 | +1 | +3 | Legendary Blood Power, Dracula's Judgement, +1 Str, +1 Cha, +1 Dex, +1 Int, +1 Wis |
Skills: 2 + Intelligence modifier per level, no class skills
Features Body of the Master: Creature type remains unchanged The Vampire Lord can fly with a speed of 50 feet with perfect maneuverability (this is a Su ability) and now adds both its Str and Cha mod to Natural armor (if they're both positive, otherwise use the highest and increase by 1).
Legendary Blood Power: At each level a Vampire Lord picks four of the following options
Aria of Sorrow-When using the Domination greater blood power, the range increases to 60 feet and the Vampire Lord can do this by gaze or voice, whitout needing line of sight or effect to the target. If he spent at least 6 blood charges and that's equal or more than half the target's HD, then the domination can bypass immunity to mind-affecting, except such targets get a +5 bonus on their saves.
Nocture in the Moonlight-When using the Children of the Night greater blood power, the Vampire Lord can increase the duration to permanent, but then cannot gain any Blood Charges from them. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles. If he uses Children of the Night again, any leftover permanent summons are gone.
Symphony of the Night- By spending 14 Blood Charges as a 1 minute ritual, the Vampire Lord can use Control Weather as a SLA. By spending 3+ blood charges as a move or swift action the Vampire Lord can use Fog Cloud as a SLA with the same CL as the number of spent blood charges.
Dawn of Sorrow-When the Vampire Lord creates a spawn, it may choose to grant them the 2nd vampire level automatically. Their alignment on the good-evil axis changes to evil. They may also take Vampire Lord levels, provided they meet the prerequisites and only have less Vampire Lord levels than their current master.
Circle of the Moon-When the Vampire Lord uses Unholy Skin, double the DR/silver and magic gained and increase its Turn and elemental Resistances by 4.
Harmony of Dissonance-When the Vampire Lord uses Dark Healing, double the Fast Healing it gains. In addition it can now use it as an Immediate action.
Curse of Darkness-When the Vampire Lord uses Energy Drain, it now inflicts 3 negative levels instead of 2 plus it gains an extra Blood Charge.If the Vampire Lord has 8 HD or more even creatures normally immune to energy drain receive one negative level, altough you don't gain Blood Charges from them.
Portrait of Ruin-When the Vampire Lord uses Blood Drain, it inflicts an extra 2 points of Con drain and gains one extra Blood Charge. In alternative, it may choose to inflict just one Con drain to properly enjoy the meal. If the Vampire Lord has 8 HD or more even creatures normally immune to ability drain are affected, but they only take half com drain. If they don't have a Con score, they take Cha drain instead.
Haunted Castle-The Vampire Lord can now use Telekinesis as a SLA by spending 9+ Blood Charges as a standard action, with CL equal to the number of Blood Charges spent, save DC 10+1/2 HD+Str or Cha mod, whichever's higher.
Order of Ecclesia-By spending any number of blood charges, for 1 minute the Vampire lord gains Telepathy with a range of 10 feet per Blood Charge spent, that extends to 1 mile per Blood Charge to communicate with vampires directly under its control.
Lament of Innocence-When the Vampire Lord uses Night Form, it may assume the form of any medium or small animal for 3 Blood Charges provided it has at least 6 HD. At 8 HD any Large animal for 4 Blood Charges. At 11 HD any Tiny animal for 5 Blood Charges. At 15 HD any Huge animal for 6 Blood Charges. At 20 HD any animal for 6 Blood Charges.
Legacy of Darkness-As an immediate action by spending 3 Blood Charges the Vampire Lord can add the highest of its Str or Cha mod to all its saves until the start of its next turn.
Dracula's Judment: A Vampire Lord becomes far harder to destroy than your average vampire.
At first level they no longer can be repelled by garlic or holy symbols, tough they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirror, and they cast reflections as living beings do.
At 2nd level the Vampire Lord can cross over or trough running water with no impediments. They are no longer harmed in any way by immersion in running water. In addition the Vampire Lord is no longer killed outright by a wooden stake driven trough its heart, trough the stake does cause normal damage.
At 3rd level the Vampire Lord gains +1 HP per HD and is no longer as vulnerable to the hated sunlight as its lesser brethern, and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its domination power are not freed of the vampire lord's control during daylight hours; the vampire lord can verbally command any creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a vampire lord; only direct light from the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.
With all Vampire Lord levels taken, the only way to make sure that it does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest.
Ability Score Increase: The Vampire Lord gains +1 Str and +1 Cha at each level, plus +1 Dex at levels 2 and 3, and +1 Wis and +1 int at 3rd level, for a total of +3 Str, +2 Dex, +1 Int, +1 Wis and +3 Cha at third level.
And another one that was in the waiting list for quite some time.
Luckily the original template had plenty of nice material. Just had to pimp up a bit some effects, spread it out across 3 levels, and done. A Vampire among vampires, with stronger powers and less disadvantages. Actual stat boosts as well.
Added in some custom prerequisites because Vampire Lords shouldn't just pop out of nowhere. You basically have to start your own unholy bloodline to get the full package.
So if you're a bloodsucker out for glory and power and world domination, the Vampire Lord's for you!