It would take a large amount of text to describe the journey and the several different edits this attempt at a "real" Vampire experience has gone through. So I'll just make it short and simple and let you all at it. I have little doubt that it's probably extremely exploitable at the moment, but it's easier for me to build down and tone the class than reimagine ways to make it more powerful. I'm aiming for it to sit firmly within Tier 2 or Tier 3 standards when built well.
Please ignore the horrible table formatting, I'll have to work on it and try to get it to read properly for a bit when I'm not tired. And yes I know there were templates available, but I directly copy-pasted this from my Word documents so as to save errors. Welcome to my version of:
Image copyright of Konami and it's respective parties.Vampire3.5e Custom Class/Pathfinder ConvertibleTo convert this class to be appropriate for the Pathfinder game source, simply replace the Hide and Move Silently skills with the Stealth Skill, and the Jump and Balance skills with Acrobatics. Also ignore the skills x4 at 1st level clause. At the discretion of your DM, you may have to remove the psychic powers from the Vampire Powers lists. Do make note that some feats, skills, and spells now act different or may have been removed entirely when creating a Vampire character in the Pathfinder game. Things that lurk in the night have long been the choice story for parents seeking to put their children to bed at night. Although many wish that sometimes the stories they share weren’t true, many are. Vampires are one such story, malicious monsters that were once living, breathing creatures of blood and flesh. Stories tell of beautiful noblemen and women who dance darkly by moonlight, feasting on the blood of innocents.AdventuresVampires are fond of new experiences, and thus many can consider the life of an adventurer. Although they will likely have to hide their true nature, many are still so well preserved that this means only a light application of color to their deathly flesh. In unlife, all there is left is time.
CharacteristicsVampires are talented killers, and as such are powerful combatants. Many are also skilled, whether in mixing lies and intrigue, or in the care of animals they might have grown fond of. While a vampire has no basis in arcane power themselves, over the course of their growth they come to wield powerful abilities that resemble spells or psychic effects.
AlignmentBy nature, the undead are as a whole evil. However, thanks to a form of persisting consciousness within the creature, many vampires begin life simply as neutral predatory monsters. The nature of a Vampire prevents them from beginning their unlife as a good creature, but such creatures can exist.
ReligionMost Vampires have lost much love for religion, thanks singularly to the nature of their affliction. However, many vampires may still worship and revere gods. The worship of gods and goddesses such as Vecna, Nerull, Evening Glory, and Wee Jas have become prominent amongst the pious undead.
BackgroundVampires are made, not born. Created by dark ritualism, many vampires come into life as slaves to the will of their sire. Over the course of many years, or perhaps as little as an hour, the vampire comes to learn of what powers they possess. As such, there is no formal education for a vampire, just survival.
RacesOnly humanoids and animals can truly become vampires. Most vampires are human, though hearing of an elf or gnome vampire isn’t completely unlikely.
Other ClassesVampires conflict with others of particular belief, rather than choice of profession. As such, he gets along far better with fighters, wizards, and rogues than paladins, good clerics, or nonviolent monks. A Vampire is skilled enough to be the face of a party, or terrifying enough in melee to be a frontline fighter.
RoleVampires are best at home in savage melee combat, where they can let their predatory and killer nature free. They are also excellent negotiators, and party faces, if one is suitably skilled.
Game Rule InformationThe VampireHD: d12+Charisma Modifier
Age: As Wizard
Starting Gold: As Fighter
Level Base Attack Fort Reflex Will Special Blood Pool
1st +0 +2 +2 +0 Blood Points, Embraced, Least Metamorphosis, Vampiric Feast 1
2nd +1 +3 +3 +0 2
3rd +2 +3 +3 +1 Least Power 3
4th +3 +4 +4 +1 Bonus Feat 4
5th +3 +4 +4 +1 Lesser Metamorphosis, Lesser Power 5
6th +4 +5 +5 +2 Preternatural Movement (Medium) 6
7th +5 +5 +5 +2 7
8th +6/+1 +6 +6 +2 Bonus Feat 8
9th +6/+1 +6 +6 +3 9
10th +7/+2 +7 +7 +3 Metamorphosis, Power 10
11th +8/+3 +7 +7 +3 11
12th +9/+4 +8 +8 +4 Bonus Feat, Preternatural Movement (Heavy & Shields) 12
13th +9/+4 +8 +8 +4 13
14th +10/+5 +9 +9 +4 14
15th +11/+6/+1 +9 +9 +5 Greater Metamorphosis, Greater Power 15
16th +12/+7/+2 +10 +10 +5 Bonus Feat 16
17th +12/+7/+2 +10 +10 +5 17
18th +13/+8/+3 +11 +11 +6 18
19th +14/+9/+4 +11 +11 +6 19
20th +15/+10/+5 +12 +12 +6 Bonus Feat, Dark Metamorphosis, Dark Power 20
Skills: 4 + Intelligence Modifier (x4 at 1st level)
Balance (DEX), Bluff (CHA), Diplomacy (CHA), Disguise (CHA), Handle Animal (CHA), Hide (DEX), Intimidate (CHA), Knowledge (Local) (INT), Knowledge (Nobility and Royalty) (INT), Jump (STR), Listen (WIS), Move Silently (DEX), Profession (CHA), Ride (DEX), Spot (WIS)Weapons and Armors:Vampires are proficient with all Simple Weapons. Vampires are proficient with Light, and Medium Armor, but not with shields. Armor does not interfere with the Vampire’s ability to use any of her class abilities.
Class Restrictions:A Vampire that ceases to be of the undead type loses all levels and benefits of the Vampire class and gains equal levels in the Fighter Class.
Ability Focus:Strength -> Charisma -> Dexterity -> Intelligence Dump Wisdom Dump Constitution
Class Abilities:Embraced: The Vampire changes her type to
Undead, and gains all bonuses of the type, excluding any that would change her hit dice, save progression, natural armor, or base attack bonus. The Vampire receives a save versus all attempts to turn or rebuke her.
Direct exposure to
sunlight deals 1d6 damage per round (or minute) to the Vampire until she loses contact with the sunlight, or gains some form of protection (Such as clothing or armor that provides a bonus to AC of at least 2, or concealment). Damage dealt by the sun to a Vampire does not heal normally, and is not subject to damage reduction. She must either drain enough blood to recover the loss to her health, or have an extended rest (hibernation). Vampires, while they do not sleep thanks to being undead, can opt for at least six hour periods of meditation similar to hibernation in order to recuperate damage dealt by sunlight, regain any lost spells or power points. A Vampire is treated as if she was subject to an extended rest period after having completed a hibernation period.
New Armor Item Enhancement: Nightstalker
Nightstalker Armor cost an additional 1.5x (E.G. 200 GP = 500 GP) as much as the regular item, but protect a vampire who wears it from damage dealt by sunlight completelyVampiric Feast: When the Vampire succeeds on a grapple check (When she would otherwise be able to pin an opponent), or uses a coup de grace action, she can make a basic attack at her full bonus to drain blood dealing her claw damage +1d6 (2d6 at 5th, 3d6 at 10th, 4d6 at 15th, 5d6 at 20th) damage which she then converts to healing for herself instead. This attack can only occur once per round, and any bonus hit points drained that would exceed her max hit points are lost. Creatures immune to critical hits, or not possessing of blood (Such as constructs and undead) are also immune to this attack. This ability can not normally cause critical damage (See Epic Feast Feat.)
Willing (Or sufficiently dominated) victims can sacrifice an amount of hit points (their blood) equal to their Constitution a day without fear of long term difficulty. To sacrifice more than their Constitution’s worth of hit points to the Vampire, the victim must willingly (Not while dominated) make a Fortitude Save (10 + every additional hit point drained), or receive a Negative level as well as becoming Sickened for three rounds, granting the Vampire full health. A successful save prevents the ailment, and a victim can only give up to twice their Constitution in hit points without gaining a negative level.
Anyone killed by this attack (from direct damage or negative levels) can raise 1d4 days later as a fledgling vampire spawn under the control of the vampire, if she chooses. Vampires can control spawn as if the spawn was the Vampire’s follower thanks to the Leadership feat, except that a Vampire can only control as many spawn in HD as she has levels in the Vampire class.
Blood Points: Starting at 1st level, the Vampire begins accumulating Blood Points which she can later use to fuel her vampiric powers and abilities. She has a Blood Point Pool equal to her Vampire Class level (without the Extra Blood Pool feat). Blood Points refill whenever the Vampire drains blood from an opponent, regaining blood points equal to damage dealt. She can never have more Blood Points in her pool than her total, as excess blood points are instead wasted.
Least Metamorphosis: The Vampire gains two claw attacks that deal damage based on her size (1d6 at Medium), these attacks are natural weapons and are treated as magic for the purposes of bypassing damage reduction. As long as the vampire uses only her claws they are treated as her primary attack, and she can make as many attacks in a round with a full round action as she can at her base attack bonus. If using a manufactured weapon, she may make an extra attack per round using a claw as long as she has an empty hand as if she were fighting with two weapons (A claw counts as a Light Weapon) with the Two Weapon Fighting Feat. She also gains the Improved Unarmed Strike virtual feat, dealing her claw attack damage, treated as bludgeoning, on any unarmed attack.
Least Power (Su): At 3rd level, the Vampire gains a reservoir of power that she can tap into. She can expend Blood Points to use special vampiric powers that replicate the effects of spells or psionic powers.
Vampire Least Powers include: Charm Person, Animal Messenger (Bat only), Charm Animal, Cause Fear, and Mage Hand.
The Vampire treats her Vampire level as the caster (Or manifester) level for spells. All Least Powers expend 1 Blood Point per use. Any effects that increase the caster or manifester level for a particular power function properly as if the Vampire were a Wizard, or Psion of her level. [/b]
Powers cannot be affected by metamagic, or metapsionic feats, as they are treated as Spell-Like Abilities that the Vampire has. But, they are compatible with the meta-ability feats (Such as Quicken Spell-Like Ability.)
Bonus Feats: At 4th level, and every level afterwards divisible by 4, the Vampire can select bonus feats that she qualifies for from the following list:
Armor Proficiency (Heavy), Armor Proficiency (Shields), Empowered Natural Attack**, Epic Feast*, Extra Blood Pool*, Exotic Weapon Proficiency, Martial Weapon Proficiency, Power Attack, Improved Blood Pool*, Improved Natural Attack (Claws) **, Improved Grapple, Improved Toughness, Toughness, Vampiric Might**= New feats described in the class text.
**=Stacks with the effects of the metamorphosis ability.(Extra Blood Pool: Prerequisite: Blood Pool class feature. Gain an extra 3 Blood Points to your Blood Pool total.)
Improved Blood Pool: Prerequisite: Extra Blood Pool, 4th Level Vampire. The vampire can now expend their own health to restore blood points to their blood point pool at a ratio of 2 HP to 1 Blood Point.
Epic Feast: Prerequisite Dark Metamorphosis class feature. When using the Vampiric Feast action, you cause critical damage as normal.
Vampiric Might: Prerequisite: Vampire LV8, Power Attack. You treat any Two Handed Weapon (Greatsword, Greatclub etc.) as a One-Handed Weapon, but incur a -4 attack penalty when fighting with a weapon this way, this negative stacks with the penalties from Two Weapon Fighting.)Alternate Class Feature (King of the Night): Trade Vampire bonus feats for an Animal Companion at 4th level, as the Druid ability. Vampires with this alternate class feature treat their Druid Level as their Vampire Level -2. For example, a 5th level Vampire has an Animal Companion that is equal to a 3rd level Druid’s animal companion.Lesser Metamorphosis: At 5th level, the Vampire can expend a Blood Point as an immediate action when she attacks to apply 2x her STR modifier to damage from an attack; she applies the bonus to one attack per round. (This ability also can affect damage from blood draining, but does not stack with use of the Power Attack feat.) The Vampire can also expend blood points to restore hit points equal to the blood points spent as a swift action. This ability can heal damage dealt by sunlight to the Vampire. The vampire also gains Damage Reduction 2/Silver.
Lesser Power: At 5th level, the Vampire grows more powerful, she can now expend 2 Blood Points to use Lesser Vampire Powers including:
Alter Self, Concussion Blast (Psi), Detect Thoughts, Fog Cloud, Levitate, Spider Climb, Summon Swarm (Bats Only).Preternatural Movement: At 6th level, a Vampire no longer is restricted by armor; she can wear Medium Armor and act as if she was wearing no armor in regards to movement speed and skill penalties. At 12th level a Vampire suffers no movement restrictions from Heavy Armor or Shields, although she must still gain the proficiencies for these items separately, or it will still interfere with her attacks.
Metamorphosis: At 10th level, the Vampire’s claw attack becomes more powerful (Dealing 1d10 damage for Medium). She can now expend a second blood point when she could instead choose to apply 2x her STR modifier to damage from an attack to gain an extra attack instead, made at her highest attack bonus when she makes a full attack action. Her damage reduction also increases to DR4/Silver and Magic
Power: At 10th level, the vampire has reached typical levels of power for her kind, now able to expend 3 Blood Points to use the following powers:
Gaseous Form, Mental Barrier (Psi), Psionic Blast (Psi), Tongues, Telekinetic Force (Psi), Telekinetic Thrust (Psi), Suggestion.Greater Metamorphosis: At 15th Level, the Vampire now spends half the blood points rounded up when she uses vampiric powers as long as she has fed on blood within hours equal to her Charisma modifier. Her damage reduction also increases to DR6/Silver and Magic.
Greater Power: At 15th Level, the Vampire has become a paragon of her kind, able to spend 4 blood points to use the following powers:
Animate Dead, Air Walk, Charm Monster, Correspond (Psi), Dimension Door, Evard’s Black Tentacles, Implanted Suggestion (Psi), Shadow Conjuration, Shout, Telekinetic Maneuver (Psi)Dark Metamorphosis: At 20th level, anytime the Vampire deals damage to an enemy in melee range, she gains temporary hit points equal to half the damage she deals. The max amount of temporary hit points she can have from this ability is equal to a quarter of her hit point total, and temporary hit points burn off at a rate equal to 1 every minute. Her claw attack is also empowered becoming 2d8 damage at Medium. The Vampire also becomes immune to attempts to Turn, Rebuke, Command, or Destroy her. Her damage reduction becomes complete, becoming DR10/Silver and Magic
Dark Power: At 20th level, the Vampire has reached the pinnacle of vampiric might. She now can spend 5 Blood Points to use the following powers:
Cloudkill, Dominate Person, Mind Fog, Shadow Evocation, Overland Flight, Telekinesis, Psychic Crush (Psi), Greater Stomp (Psi), Telekinetic Buffer (Psi).The Epic VampireLevel Special
21st Bonus Feat
22nd
23rd
24th Bonus Feat
25th DR5/Epic and Silver
26th
27th
28th Bonus Feat
29th
30th DR10/Epic and Silver
The Epic Vampire follows the progression of the Epic Fighter, using either its own bonus feat list, or the epic bonus feat list of the Epic Fighter.
DR/Epic and Silver replaces the Vampire’s Magic and Silver DR.