Vampire (prc)
REQUIREMENTS:To qualify to become a Vampire, a character must fulfill all the following criteria.
Special: The character must have been killed by a Vampire's bite (see Greater Blood Powers).
-OR-Feats: Alertness, Dodge, Combat Reflexes.
Special: Constitution 10+ and the character must have a special evil ritual performed upon him.
This class may be taken at first level by using flaws to gain extra feats.
HD: d12Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Vampire Body, Vampire Vulnerabilities, Resting Place, Blood Drain, Blood Power |
2 | + 1 | +0 | +0 | + 3 | Greater Blood Powers |
Skills: 2 + Intelligence modifier per level, no class skills
Proficiencies: The Vampire is proficient with all simple weapons.
Vampire body: Unlike other monster classes, the Vampire doesn't lose his racial ability modifiers, but he does gain undead traits:
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
* Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Vampires don't need to breath, eat, or sleep. However, a Vampire may do any of the three if desired.
The Vampire gains a slam attack dealing 1d6 plus 1-1/2 times his Strength bonus.
Any previously gained HD are changed to d12, and any new HD gained are also changed to d12.
In addition, the Vampire gains a natural armor bonus equal to its Strength or Charisma bonus, whichever is higher.
Vampire Vulnerabilities: The vampire becomes vulnerable to a variety of things in diferent degrees.
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
A Vampire casts no reflection on a mirror.
Exposing any Vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion (unless the base creature had a swim speed, in wich case the vampire can swim freely). Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
Resting Place: a vampire who rests for 8 hours over a layer of dirt taken from 100 feet of his birthplace completely heals his HP. Most vampire craft coffins wich are filled with such dirt so they always have a safe place to return to (see also fast healing blood power).
Blood Drain (Ex): A 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 vampire gains a blood charge that is saved for later use. A vampire can save a number of Blood Charges equal to his HD multiplied by his Strength bonus or Charisma bonus (whichever one is higher).
If a Vampire drains blood from a creature with 3 or more points of Intelligence, it gains 2 Blood Charges on a successful attack instead.
If a Vampire drains blood from a member of it's base race, it gains 4 blood charges on a successful attack instead.
The Vampire can only obtain a Blood Charge from living beings. Drinking blood from dead creatures or drinking preserved blood tastes foul to the Vampire and provides no Blood Charges.
The Vampire can drain blood from summoned creatures, but the charges obtained this way disappear when the summoned monster disappears.
Each day, the Vampire loses a number of Blood Charges equal to his HD. If he rested 8 hours in his resting place, he only loses half that number, rounded up. If the vampire doesn't have enough blood charges to satisfy it's needs by morning, he takes a penalty to all d20 rolls equal to the number of missing blood charges, up to a penalty equal to twice his own HD. The penalty lasts until the Vampire gets a number of Blood Charges equal to his HD or more and spends 8 hours on his resting place.
Blood Powers: The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Blood Power is a free action.
Vampire Aptitude: By expending one Blood Charge, the Vampire gains a +3 untyped bonus to the skill of his choice for 1 hour. Any bonuses given by this ability cannot exceed 2 higher than the Vampire's HD
Vampire Might: By expending one Blood Charge, the Vampire gains a +1 untyped bonus to an ability score of his choice for one hour. Multiple uses of this power for the same ability score stack, but any bonuses granted by this ability for a single ability score cannot exceed 2+1/4 the Vampire's HD.
Night Form(Su): By expending one Blood Charge, a vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the Vampire loses its natural slam attack, but it gains the natural weapons and any extraordinary special attacks of its new form. This ability lasts 24 hours. Otherwise it functions as the
Alternate Form ability.
If the Vampire has 4 or more HD, it can also use this ability to take the form of a dire wolf or dire bat at the cost of 2 Blood Charges.
According to the campaign setting and Vampire's original race, the vampire may replace some of it's forms with others more apropriate, with authorization of the DM.
Gaseous Form (Su): As a standard action the Vampire may expend any number of Blood Charges. The Vampire assumes a
Gaseous Form as the spell, but with a fly speed of 20 ft. with perfect maneuverability, and with a caster level equal to the number of Blood Charges spent.
Dark healing: By expending one Blood Charge, the Vampire gains Fast Healing 1 for 1 hour. Using it multiple times stacks the Fast Healing, with a limit up to HD. If reduced to 0 hit points while
Dark Healing is active, the Vampire automatically assumes a
Gaseous Form and attempts to escape. It must reach its resting place within 2 hours or be utterly destroyed. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once resting in its resting place, a Vampire is helpless. It regains 1 hit point after 1 hour, after which he is no longer helpless.
Spider Climb (Ex): By expending one Blood Charge, a Vampire can climb any surface as though affected by a
Spider Climb spell for 1 hour.
Greater Blood powers: At second level, the Vampire can use his drained blood to fuel even stronger abilities. The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Greater Blood Power is a free action.
Children of the Night (Sp): By expending one Blood Charge, a Vampire may cast a
Summon Nature's Ally spell as a spell-like ability as a standard action, with a caster level equal to his HD. As a Vampire gains more HD, more powerful spells become available to him.
At 3HD, it may use
Summon Nature's Ally II for three Blood Charges
At 5HD, it may use
Summon Nature's Ally III for five Blood Charges
At 7HD, it may use
Summon Nature's Ally IV for seven Blood Charges
At 9HD, it may use
Summon Nature's AllyV for nine Blood Charges
At 11HD, it may use
Summon Nature's Ally VI for eleven Blood Charges.
At 13HD, it may use
Summon Nature's Ally VII for thirteen Blood Charges
At 15HD, it may use
Summon Nature's Ally VIII for fifteen Blood Charges.
At 17HD, it may use
Summon Nature's Ally IX for seventeen Blood Charges
If the Vampire summons a single creature, add the Vampire's Charisma or Strenght modifier(whicever's higher) to its attack rolls, damage rolls, skills and saves.
If the vampire chooses to summon more than one creature with
Summon Nature's Ally, double the number of summoned creatures.
The summoned creatures are all evil-aligned and have dark and wolfish features. For example, a wolf might have pitch black fur, sprites might have red eyes and sharp fangs.The Vampire cannot drain blood from creatures summoned in this way.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. As a standard action, a Vampire may expend any number of Blood Charges. Any creature looking at the Vampire's eyes must make a DC (10 + Blood Charges spent + Strength or Charisma bonus) will save or fall under the Vampire’s influence as though controlled by a
Charm Monster spell with a caster level equal to the number of Blood Charges spent. The ability has a range of 30 feet, and lasts 24 hours. The Vampire cannot spend more than 1/2 his HD (rounded down) in this way.
At 10 HD, this ability functions as Dominate Monster, but with the same exceptions noted earlier.
Create Spawn (Su): If a Vampire lowers a victim’s Constitution score to 0 and then expends Blood Charges equal to the victim's HD, the victim returns to life 1d4 days after burial (it must be properly buried and not too much damage) with one level of vampire. The new vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a Vampire may control the spanws, but if the equivalent Encounter Level of all those minions becomes higher than your CR-2, any spawns he creates that would exceed this limit are created as free-willed Vampires. A Vampire that is enslaved may not gain the second vampire level, thus being unable to have spawns of its own. A Vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Vampire or Vampire Spawn cannot be enslaved again.
Energy Drain (Su): By expending one Blood Charge, a Vampire can cause living creatures hit by his slam attack (or any other natural weapon the Vampire might possess) to gain two negative levels. The Vampire gains one Blood Charge for each negative level bestowed in this way(2 for sentient creatures, 4 for same race). A Vampire can use its Energy Drain ability once only once per round. The save DC to remove the levels is 10 + 1/2 HD + Charisma or Strength bonus (whichever is higher). Creatures killed by energy drain don't return as vampires, but the vampire can weaken them with the energy drain and finish them with blood drain.
Unholy skin: By expending one Blood Charge, the Vampire gains DR/silver and magic equal to half of his HD, and cold, electricity, and turn resistance equal to it's HD, for one hour. While unholy skin is active, the vampire's natural attacks count as magic for bypassing DR.
Dark magic: If a Vampire has caster levels, it may spend Blood Charges when regaining spell slots. He may expend Blood Charges equal to his HD multiplied by the highest spell level he can cast normally (minimum one blood charge). If he does, his Vampire levels stack with caster levels and or manifester levels for determining spells known, spells per day, powers known, powers per day, power points per day and the caster or manifester levels for such spells or powers.
For example, a wizard 1 / Vampire 2 rests, and in the morning before preparing his spells, expends 3 Blood Charges, his two Vampire levels count as wizard levels for all purposes mentioned above.
Alternatively, a Vampire may expend Blood Charges equal to half his HD when regaining spell slots to increase his caster or manifester level by two, but without gaining any extra spells/powers known or spell slots/power points.