Post by NineOfSpades on Jan 10, 2015 17:43:11 GMT
The Vampire
Hit Die: d12
Base Attack Bonus: Medium (As Cleric)
Fortitude: Poor
Reflex: Poor
Will: Good
Skills: 4+Int/Level, x4 at first level.
Class skills: Bluff, Craft, Diplomacy, Hide, Intimidate, Listen, Move Silently, Knowledge (History), Knowledge (Arcane), Knowledge (Religion) Profession, Search, Sense Motive, Spot
Level 1 ------ Path of The Vampire, Bite, Lesser Blood Drain (1d4), Vulnerabilities
Level 2 ------ Spider Climb, Energy Resistance, Coffin Sanctuary 1
Level 3 ------ Slam, Lesser Gaseous Form, Natural Armor, Bonus Feat, Str +2
Level 4 ------ Nights Form, Least Blood Magic, Unnatural Power, Cha +2
Level 5 ------ Charm, Children Of The Night, Damage Reduction, Int +2
Level 6 ------ Turn Resistance (+4), Coffin Sanctuary 2, Fast healing, Bonus Feat
Level 7 ------ Create Lesser Spawn, Energy Drain (1)
Level 8 ------ Blood Drain (1d6), Greater Gaseous Form, Dex +2
Level 9 ------ Lesser Blood Magic, Bonus Feat, Str +2
Level 10 ------ Flight, Pureblood (Garlic & Mirrors), Coffin Sanctuary 3
Level 11----- Domination, Greater Children of the Night (+Cha/ x2 summons)
Level 12 ------ Greater Blood Magic,Bonus Feat, Cha +2
Level 13 ------ Greater Create spawn ( HD x 2)
Level 14 ------ Turn Resistance (+8), Coffin Sanctuary 4
Level 15 ------ Pureblood (Water), Bonus Feat, Wis +2
Level 16 ------ Legion Of The Night (Extended), Greater Blood Drain (1d8), Dex +2
Level 17 ------ Greater Energy Drain (2)
Level 18 ------ Master Create Spawn (HD X 4), Coffin Sanctuary 5, Str +2
Level 19 ------ True Blood Magic
Level 20 ------ Lord Of The Night,Pureblood (Sunlight)
Class Abilities
Weapon and Armor Proficiency: Vampires are proficient with Simple Weapons, and with Light & Medium armor, but not with shields.
Level 1
Path of The Vampire: The road to becoming a Lord Of The Night is a long one, and once you take your first steps down it, there is no going back. A vampire cannot take levels in any other class or prestige class until it has reached 20th level in the Vampire class.
Vampires are created from the dead, and are not truly among the living. At 1st level, a Vampire’s type changes to undead. Any existing class or racial HD are changed to d12s and its HP is recalculated accordingly. Do not recalculate skills or saves, except as affected by its lack of a constitution score.
Undead Traits
Vulnerabilities: The curse of vampirism bestows great power onto those it afflicts, but it is not without its drawbacks. 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. Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (See Fast Healing Below).
However, certain attacks can slay vampires. 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. 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).
Improved Abilities: Feasting on the blood of the living does more than simply feed a vampire, it invigorates them, both mentally and physically. As the vampire increases in level, its ability scores improve, as shown on the level advancement table. Its total ability advancement is as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.
Bite (Ex): A vampires fangs are their most iconic feature. The vampire can choose to retract or extend their fangs as a free action, allowing them to conceal the feature when they desire to do so. When extended, the vampire gains a bite attack, dealing 1d4 damage for a medium sized creature. This is a natural weapon.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by successfully pinning their opponent, or on a critical hit with its bite. In either case, it drains blood, dealing 1d4 points of Constitution damage, and additional damage each round the pin is maintained. At 8th level, and again at 16th level, the blood drain increases by 1 die size.
Level 2
Spider Climb (Ex): A vampire can climb sheer surfaces at will, as though through the use of the spider climb spell.
Energy Resistance (Ex): Vampire’s necrotic flesh is less vulnerable to harm than that of the living. The vampire gains resistance to cold and electricity. This resistance is equal to 3/4th its class level, rounded down.
Coffin Sanctuary (Ex): A vampire is fundamentally linked to the place where it first rose from death. By restoring this connection, the vampire can restore their strength. By placing soil taken from the place where they were buried, and placing it in a coffin, the vampire can create a sanctuary. At 2nd level, the vampire can only have one such sanctuary. As it grows, its strength allows it to maintain this link with more than one coffin. At 6th level, and every 4 levels thereafter, the vampire may create one additional coffin sanctuary.
To regain their strength, the vampire may choose to rest within their coffin for 8 hours. Treat this state as if the vampire were asleep. After resting, the vampire regains all lost hit points.
The vampire has no special knowledge of their coffins, nor do the coffins have any inherent protection, and can be destroyed as easily as one could destroy a sturdy wooden box. That said, most vampires will take steps to secure their coffins with magical and mundane wards, since they are better able to avoid destruction so long as their coffin remains intact.
Bonus Feats: At 3rd level, the vampire may select a bonus feat from among the following list. It may select an additional bonus feat at 6th level, and every 3 levels their after, until it selects the final feat at 15th level. The vampire may not select any of its bonus feats more than once, though it may choose these feats as part of its normal selection when leveling up, if the feat allows it to be taken more than once.
Vampire bonus feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes
Level 3
Slam (Ex): At 3rd level, the vampire gains two slam attacks. These natural weapons deal damage based on the vampire’s size, with a medium sized vampire slam attacks dealing 1d6 damage each.
Gaseous Form (Su): As a standard action once per encounter, the vampire can transform into a cloud of smoke. Treat as the spell Gaseous form, with a caster level equal to the vampires class level. The duration of this ability is 1 round per class level.
At 8th level, the vampire can use this power at will, and remain in a gaseous state indefinitely.
Natural Armor: The vampire gains natural armor equal to its charisma modifier, up to a maximum bonus equal to its level.
Level 4
Nights Form (Su): The vampire can change shape, transforming into a bat, dire bat, wolf, dire wolf, or swarm of bats as a standard action. The vampire loses the use of its charm, dominate and blood magic abilities while in this state, as well as its natural attacks. It gains the natural weapons and extraordinary abilities of its assumed form. In all other respects, treat this as the alternate form special ability.
Unnatural Power (Su): The dark power which animates a vampire grows stronger, and permeates their body. The vampires natural weapons gain an enchantment bonus to attack and damage equal to 1/4th the vampires class level.
Blood Magic (Sp): There is power in blood, and through consuming the blood of others, the vampire has gained the ability to access that power. At each of the indicated stages, the vampire gains the ability to produce a number of magical effects. Blood magic’s are categorized into four categories, least, lesser, greater and True blood magic. The DC for blood magic’s is equal to 10+1/2 class level+ your charisma modifier.
Lesser Blood Magic: Through your growing power, and at 9th level the following effects become available to you, as per their spell descriptions. These effects are usable at will, and otherwise function as the spells Fear & Hold person. Additionally, once per day you can mimic the effects of Scrying and Bestow Curse.
Greater Blood Magic: Your magical power grows stronger still. At 12th Level, You may now mimic the effects of Telekinesis and Mind fog at will. Additionally, you may simulate the effects of Nightmare, True seeing and Shadow Walk, each up to three times per day. Lastly, your blood magic allows you to travel between your coffins at will. This effect is identical to the spell teleport without error, with the exception being that you may only use this effect if you are currently inside of one of your coffins, and you may only teleport to one of your other coffins, regardless of distance.
True Blood Magic: The power that burns in your blood has reached its apex, giving you dominion over the world around you, and over your own blackened soul. At 19th level, You gain the benefit of a continuous Control weather effect, centered on yourself. The effect otherwise identical to the spell, including the fact it takes 10 minutes for changes to occur. This effect can keep pace with your movements under normal conditions, allowing the weather you designate to move with you. However, if you instantly transfer to a new location (Such as via teleportation, or by changing planes) the weather at your new location takes 10 minutes to adjust to the weather you selected. Additionally, once per day, you can mimic the effects of the spell Astral Projection without using a material component, but you must be inside one of your coffins to do so.
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Level 5
Charm (Su): The vampire can ensnare the minds of lesser beings with nothing more than eye contact. Treat this as a gaze attack, except the vampire must use a standard action, those merely looking at the vampire are not affected. Treat this effect as a charm person spell, with a Will DC equal to 10+1/2 class level +CHA. The charm effect lasts for 24 hours.
At 11th level, the vampire no longer simply ensnares the mind, but completely crushes it. Instead of charming targets, the vampire can instead dominate them, as per the spell dominate person.
At 15th level, you ability to command the minds of lesser creatures has reached its peak. Your gaze now works as the spell dominate monster, allowing you to claim dominion over the minds of most creatures.
Damage Reduction (Su): The vampire scoffs at the weapons of mere mortals. At 5th level, the vampire gains Damage Reduction 5/Magic & Silver. At 10th level and every 5 levels their after, their DR increases by 5, to a maximum of 20/Magic & Silver at 20th level.
Children Of The Night (Su): The vampires power over the world extends to the beasts and creatures who dwell there. The vampire may, as a standard action once per encounter, summon forth these beasts to lend you aid. Treat this as the spell Summon Natures Ally 1. The spell increases to summon natures ally 2 at level 7, and continues to raise every two level after that, to a maximum of Summon Natures Ally 8 at level 19. Summoned creatures appear as dark, fearsome versions of themselves and are clearly the result of a malevolent power.
At 11th level, you are better able to call on the powers of night to aid you. If you summon a single creature, it gains a bonus on its attack rolls and damage rolls equal to the vampire’s charisma modifier. If you summon multiple creatures, double the number of creatures you summon.
At 16th level, Your summons last twice as long, though you can still only summon creatures once per encounter.
Level 6
Turn Resistance (Ex): A vampire is more resistant to the influence of divine power, and can hold their own against its influence. At 6th level, and every 8 levels their after, the vampire gains +4 turn resistance.
Fast Healing (Ex): A vampire heals a number of points of damage each round so long as it has at least 1 hit point. The vampires fast healing begins at 1 at 6th level, and increases by 1 every even level thereafter.
If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach one of its coffins within a number of hours equal to their Charisma modifier or be utterly destroyed. (It can travel up to 4.5 miles per hour.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire reform from its gaseous state, and is helpless. It regains 1 hit point after 8 hours, then is no longer helpless and resumes healing at its normal rate per round. If the vampire receives any damage before it recovers at least 1 Hit point, it is destroyed.
Level 7
Energy Drain (Su): Living creatures hit by a vampire’s slam attack gains a negative level. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Negative levels bestowed in this manner automatically return at a rate of 1 day per level.
At 17th level, the energy drain increases to 2 negative levels per attack.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain or blood drain rises as a vampire spawn 1d4 days after burial. In either case, the new vampire or spawn 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 have enslaved spawn totaling no more than its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. 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.
At 13th level, the vampires blood has grown potent enough to create true vampires. Creatures who have their con drained to 0 by the vampires blood drain rise as fully fledged vampires rather than vampire spawn. Additionally, The vampire can now control twice as many HD worth of spawn.
At 18th level, the vampire is truly a lord among vampires, and the number of spawn it can control doubles again, to a total of (Vampires HD X 4) worth of spawn.
Level 10
Flight (Su): The dark powers you wield carry you aloft. You gain a fly speed of 50ft with perfect maneuverability.
Pureblood (Ex): Where lesser vampires fall, you stride onwards unopposed. Your blood is strong, and you gain the ability to overcome the weaknesses of your curse. At 10th level, you no longer are repelled by garlic or strongly presented mirrors, though you still cast no reflection.
At 15th level, You can freely cross running water.
Finally, at 20th level, you can again walk under the sun without fear. You my take your normal actions while exposed to sunlight, and are not destroyed by sunlight. However, the sun still drains your power. You take a -5 to all attack rolls, ability rolls, saving throws and skill checks for as long as you remain in the sunlight.
Level 20
Lord Of The Night: You are a wolf among sheep, and a lord among vampires. There is a tiny, hungry darkness within each undead being that is linked ever so slightly to the starving entropy of the Negative Energy Plane, and you have opened that floodgate within your void-touched soul and externalized it wholly. The vampire generates a field with a radius of 5 feet per point of your CHA bonus. The field creates an effect mimicking the Minor Negative Dominant planar trait. In addition, the area immediately adjacent to the Vampire carries the Major Negative Dominant planar trait, with a save DC against negative levels of 10 +1/2 level + Cha mod.
The Vampire Lord can suppress or resume this ability as a swift action.
A Lord of the Night is much more difficult to permanently kill than a normal vampire. 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.
If these steps are not followed, the vampire recovers from all damage done to it after 1d4 days, emerging either from its nearest coffin, or if all his coffins have been destroyed, the vampire lord reappears at the location where they first rose from the dead.