Vampires of Balmortis - PC's as vampires

Clay_More

First Post
This is a breed of vampires I created specifically for my own campaign. They should be usable for players, if they are low generation vampires. Otherwise, I would like some input on them. I have been making some of the vampiric gifts that vampires receive, some of which have different functions, but I would really like any input people could come with.





Vampire, Balmortian

The Book of Subraharak

The book of Subraharak is the ancient tome written by the priesthood of the Blood God Subraharak. Within it’s pages there’s the tale of the first vampires, how they were created. Aeons ago, when the Tamara continent was barren, devoid of any civilisation, several of the ancient races looked upon it as their opportunity to expand their lands. The continent was wild and lush, a perfect place for any race to prosper.
Two of the ancient races, the Asmodai and the Drauch, were interested in the continent, both of them being large and powerful civilisations at this time. Yet, their lands were over-populated and their people sought for new continents to inhabit. Thus, the two races each sent some of their champions to claim the Tamara continent. The Asmodai sent their five arch-wizards, Tugramoon, Silieste, Silberan, Hauerook and Gaerouth. At almost the same time, the Drauch sent a group of their proudest warriors and priests as well, nine Drauch of great power and renown. Yisiliith, Siiliith, Jiurii, Tilimir, Kispiin, Hijuii, Hiikariis, Thiithiilith and their leader, Biigiich. Both of these groups were given the task of exploring the continent, to clear it of all obstacles. As it might be expected, the two came into conflict. In the Rain Mountains, the two groups met when they were exploring the deep caverns of these mountains and after brief conversation, combat ensued. Despite being outnumbered, the Asmodai wizards were able of routing the Drauch. None were slain in the combat, yet the Drauch were clearly not a match for the powerful Asmodai arch-wizards.
The Drauch priests, seeing that the loss of the entire continent of Tamara was at hand, prayed to Subraharak, their Blood deity. Subraharak, being a vengeful deity, would only give them the power to vanquish the Asmodai at a price. This price was the serene nature of the Drauch that would have to be sacrificed. Since the Drauch were the first of the elven races, their bodies were pure. This purity was one of the most important aspects of the elven race, the fact that they were both physically and spiritually perfect. To sacrifice this would be the greatest price they could pay, and thus it would also be the greatest proof of their devotion to Subraharak. After a long discussion, the Drauch elves agreed upon the terms of Subraharak. After conducting a long ritual, lasting seven days and seven night, the Drauch were transformed into vampires, infused with the power of their Blood God. Yet, unknown to them, the Asmodai wizards had been searching for the Drauch, in polymorphed shapes. When the ritual was begun and the circle drawn, the Asmodai were within the circle, disguised as mice and insects in order to spy on the Drauch.
Thus, the Asmodai were also affected by the powerful ritual of the Drauch priests. When the Drauch turned, so did the Asmodai. The Asmodai had heard the discussion of the Drauch and knew they would loose Tamara if they did not gain the same power. Thus, they sacrificed themselves to combat their enemies.
When the Drauch turned into the first vampires, they saw the Asmodai rising out of the ground, their polymorph spells being broken by the stress of the turning. The combat that ensued was known as the Battle of Turning. The Asmodai were though the victors, since the Drauch had lost the advantage they initially sought. Their leader, Biigiich, was slain in the battle and even today, the Rain Mountains have a place permanently scorched by the powerful magics and powers used during the battle. The Drauch fled the Tamara continent which fell into the hands of the Asmodai for many millennia before the War of Sourik ended their reign there.


The Book of Subraharak does not tell of the events that followed the Battle of Turning. The Drauch fled, seeking a way to overcome the Asmodai vampires.
The Asmodai wizards, permanently changed by the transformation, began constructing a mighty castle to protect the Asmodai capitol in Tamara. The castle, Tsimoll, was constructed outside the Asmodai city Rahbes Sastes on the peninsula of Laumakis. Both Tsimoll and Rahbes Sastes stood for many millennia, yet when the Drauch summoned forth a demonic army from the Dark Gate, the Asmodai vampires cast a powerful spell on Tsimoll that allowed the castle to break from the ground and fly into the air. Thus, the Vampires fled the battle after their attempts to stop the demonic army had been in vain. Using powerful magic, the vampires disguised their castle, making it completely undetectable by any and all means.

The Drauch vampires, later known as the Circle of Blood, were later cast out of the Drauch society. The Drauch, being firm believers in the perfection of their being, hated the Circle of Blood for the imperfection. Thus, the Circle of Blood hid itself from its former brethren, forming an order dedicated to the destruction of the Asmodai vampires that had humiliated them many years back. The Circle of Blood found that they could create new vampires and sought powerful, evil wizards and priests to become members of the order. They used their new members to found other orders, ordering them to hide the vampiric nature from even their most powerful members. So, many evil cults and cabals were created, led my a marionette of the Circle of Blood. All these cults were given the task of finding the Asmodai vampires and slaying them if given the choice. The Asmodai on the other hand made a strict pact amongst themselves. Each of the five vampires would be allowed to make one vampire each, a champion of the Asmodai. Each carefully chose their champion, finding one that would not only have the power to battle the Circle of Blood, but also would have the self-control of adhere to the pact of the Asmodai. Yet, the Asmodai also found additional members to their society which they did not turn, merely people who were also interested in the eradication of the Circle of Blood. Many years after the destruction of the city of Rahbes Sastes, the castle of Tsimoll had become the centre of a large order, known as the Vanquishers of Blood, an order dedicated to slaying the Circle of Blood and all the cults and cabals they had created.
At the present time, many hundred years later, they Vanquishers of Blood has been successful in slaying one of the elder vampires of the Circle of Blood, the warrior vampire Hiikariis. Yet, the Circle of Blood has created many vampires, a number said to fall within the hundreds, so the task of the Vanquishers has become even more difficult, as each of the elder vampires of the Circle of Blood is protected behind a small entourage of vampires and other evil beings.



Creating a Vampire

The Vampire template of Balmortis differs greatly from those otherwise used in D&D. The template itself differs according to both the generation and age of the vampire. Each time a vampire creates another vampire, this new vampire is one generation higher than the vampire that created him. Thus, no more first generation vampires can be created.
Within the Vanquishers, only first and second generation vampires can be found, due to pact of the order. Yet, the Circle of Blood has no such pact and within their order, vampires can be found that are of eight or ninth generation. Yet, it has been discovered that there is a limit to the number of generations that can be created. Ninth generation vampires are extremely impure, their blood line being so disrupted that they are unable of creating additional vampires. These ninth generation vampires are known as Blood Spawn.
Vampires increase in power as they grow old, gaining additional powers and immunities. As their bodies purify the blood found within them, they grow stronger, and thus it’s possible for a third generation vampire to grow stronger than for example a second generation vampire if it’s older in age.
When creating a vampire, first determine it’s generation and age and find the Vampiric level on the chart below.

Generation / Age
AGE 2 nd.Gen. 3 rd.Gen. 4 th.Gen. 5 th.Gen. 6 th.Gen. 7 th.Gen. 8 th.Gen.
0-100 8 7 6 5 4 3 2
100-250 9 8 7 6 5 4 3
250-500 10 9 8 7 6 5 4
500-1000 11 10 9 8 7 6 5
1000-2000 12 11 9 8 7 6 5
2000-5000 13 11 10 9 8 7 6
5000- 14 12 10 9 8 7 6


The numbers in this table shows the vampiric level, which determines the general power of the template. 1 st. generation vampires are automatically level 15 and 9 th. Generation vampires are automatically level 1. Neither of these two generations can grow in power.

Basic template for all vampires.
Hit Dice: Increase to d12
Speed: Increases according to vampiric level
AC: Increases according to vampiric level
Attacks: All vampires have Claw attack that they can use with their normal attack bonus.
Damage: Increases according to vampiric level
Special Attacks: Depending on vampiric level
Special Qualities: Depending on vampiric level, all vampires are though undead
Saves: Same as the base creature
Abilities: Increased according to vampiric level. All vampires have 0 constitution though, no matter level.
Skills: Increases according to vampiric level
Feats: All vampires have scent and track; some have additional feats according to their vampiric level.
Spell Resistance: All vampires have a spell resistance equal to 10 + their Vampiric Level.



Vampiric Levels.

Level 1
Level one vampires are also known as Blood Spawn and are little more than ghouls, obeying every command given to them by their masters.

Speed: 40 ft.
AC: Base natural armor improves by +2
Damage with Claw attacks: 1d6/1d6
Special Attacks: None
Special Qualities: None
Abilities: Str +1, Dex +3, Int -6, Wis -6, Cha -6
Skills: No extra skills
Feats: No extra feats



Level 2
Speed: 50 ft.
AC: Base natural armor improves by +3
Damage with Claw attacks: 1d8/1d8
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d2 points of permanent Constitution drain each round the pin is maintained.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 5/silver
Turn Resistance (Ex): A level 2 vampire has +1 turn resistance.
Vampiric Gifts: A level 2 vampire has 1 lesser vampiric gift
Abilities: Str +1, Dex +3, Cha +2
Skills: All vampires of level 2 receive a +2 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 2 gain Improved reflexes



Level 3
Speed: 55 ft.
AC: Base natural armor improves by +4
Damage with Claw attacks: 1d8/1d8
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d2 points of permanent Constitution drain each round the pin is maintained.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 5/silver
Turn Resistance (Ex): A level 3 vampire has +2 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 3 vampire has 1 lesser vampiric gift
Abilities: Str +2, Dex +4, Int +2, Wis +2, Cha +4
Skills: All vampires of level 3 receive a +3 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 3 gain Improved Initiative and Alertness.



Level 4
Speed: 60 ft., Burrow 10 ft.
AC: Base natural armor improves by +5
Damage with Claw attacks: 1d10/1d10
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d2 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d3 points of permanent Constitution drain each round the pin is maintained.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 5/silver
Turn Resistance (Ex): A level 4 vampire has +2 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 4 vampire has 1 lesser vampiric gift
Abilities: Str +3, Dex +5, Int +3, Wis +3, Cha +5
Skills: All vampires of level 4 receive a +4 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 4 gain Improved Initiative, Alertness and Dodge



Level 5
Speed: 70 ft., Burrow 15 ft.
AC: Base natural armor improves by +6
Damage with Claw attacks: 1d10/1d10
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d2 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d3 points of permanent Constitution drain each round the pin is maintained.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 8/+1
Turn Resistance (Ex): A level 5 vampire has +3 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 5 vampire has 1 lesser vampiric gift
Fast Healing (Ex): A vampire of level 5 has Fast Healing that heals it for 2 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Abilities: Str +4, Dex +6, Int +4, Wis +4, Cha +6
Skills: All vampires of level 5 receive a +5 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 5 gain Improved Initiative, Alertness, Dodge, Combat Reflexes and one Toughness (granting +3 hit points)



Level 6
Speed: 80 ft., Burrow 20 ft.
AC: Base natural armor improves by +7
Damage with Claw attacks: 1d12/1d12
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d3 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 10/+1
Turn Resistance (Ex): A level 6 vampire has +4 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 6 vampire has 1 lesser and 1 greater vampiric gift
Fast Healing (Ex): A vampire of level 6 has Fast Healing that heals it for 3 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Abilities: Str +5, Dex +7, Int +5, Wis +5, Cha +7
Skills: All vampires of level 6 receive a +6 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 6 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes and two times Toughness (granting +6 hit points)



Level 7
Speed: 90 ft., Burrow 25 ft., Fly 90 ft. (Average)
AC: Base natural armor improves by +8
Damage with Claw attacks: 1d12/1d12
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d4 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d6 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Once each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. It can control a maximum of 2 HD of undead for each HD it has itself.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 12/+2
Turn Resistance (Ex): A level 7 vampire has +5 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 7 vampire has 1 lesser and 1 greater vampiric gift
Fast Healing (Ex): A vampire of level 7 has Fast Healing that heals it for 4 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Abilities: Str +6, Dex +8, Int +6, Wis +6, Cha +8
Skills: All vampires of level 7 receive a +7 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 7 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes and three times Toughness (granting +9 hit points)



Level 8
Speed: 100 ft., Burrow 25 ft., Fly 100 ft. (Average)
AC: Base natural armor improves by +9
Damage with Claw attacks: 2d6/2d6
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d4 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d6 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Once each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. It can control a maximum of 2 HD of undead for each HD it has itself.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 14/+2
Turn Resistance (Ex): A level 8 vampire has +6 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 8 vampire has 1 lesser and 1 greater vampiric gift
Fast Healing (Ex): A vampire of level 8 has Fast Healing that heals it for 5 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Invisibility (Sp): At will, the vampire can become invisible as per the spell invisibility. It cannot cast spells and attack while invisible, so it’s only useful for sneaking up on victims or for spying on potential enemies.
Sense Vampire (Ex): The vampire can sense any other vampire within 60 ft. of itself, even if they are invisible, on the other side of a wall or polymorphed. The vampire can though only sense vampires of lower Vampiric level than itself. It cannot sense vampires that are on another plane, like the ethereal or astral plane.
Abilities: Str +8, Dex +10, Int +8, Wis +8, Cha +10
Skills: All vampires of level 8 receive a +8 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 8 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes and four times Toughness (granting +12 hit points)


Level 9
Speed: 120 ft., Burrow 30 ft., Fly 120 ft. (Good)
AC: Base natural armor improves by +10
Damage with Claw attacks: 2d6/2d6
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d6 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d8 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Twice each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. It can control a maximum of 2 HD of undead for each HD it has itself.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 16/+2
Turn Resistance (Ex): A level 9 vampire has +7 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 9 vampire has 2 lesser and 1 greater vampiric gift
Fast Healing (Ex): A vampire of level 9 has Fast Healing that heals it for 6 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Invisibility (Sp): At will, the vampire can become invisible as per the spell invisibility. It cannot cast spells and attack while invisible, so it’s only useful for sneaking up on victims or for spying on potential enemies.
Sense Vampire (Ex): The vampire can sense any other vampire within 80 ft. of itself, even if they are invisible, on the other side of a wall or polymorphed. The vampire can though only sense vampires of lower Vampiric level than itself. It cannot sense vampires that are on another plane, like the ethereal or astral plane.
True Seeing (Su): The vampire is able of seeing all that is hidden, giving him the ability to see as with the wizard version of True Sight. This ability is permanent and cannot be turned of. The ability doesn’t work when the sun is up.
Abilities: Str +10, Dex +12, Int +10, Wis +10, Cha +12
Skills: All vampires of level 9 receive a +10 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 9 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes, Flyby Attack and five times Toughness (granting +15 hit points)



Level 10
Speed: 140 ft., Burrow 40 ft., Fly 140 ft. (Good)
AC: Base natural armor improves by +12
Damage with Claw attacks: 2d8/2d8
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d8 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d10 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Twice each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. It can control a maximum of 2 HD of undead for each HD it has itself.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 18/+2
Turn Resistance (Ex): A level 10 vampire has +8 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 10 vampire has 2 lesser and 1 greater vampiric gift
Fast Healing (Ex): A vampire of level 10 has Fast Healing that heals it for 8 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Invisibility (Sp): At will, the vampire can become invisible as per the spell invisibility. It cannot cast spells and attack while invisible, so it’s only useful for sneaking up on victims or for spying on potential enemies.
Sense Vampire (Ex): The vampire can sense any other vampire within 100 ft. of itself, even if they are invisible, on the other side of a wall or polymorphed. The vampire can though only sense vampires of lower Vampiric level than itself. It cannot sense vampires that are on another plane, like the ethereal or astral plane.
True Seeing (Su): The vampire is able of seeing all that is hidden, giving him the ability to see as with the wizard version of True Sight. This ability is permanent and cannot be turned of. The ability doesn’t work when the sun is up.
Alternate Form (Su): The vampire can assume the shape of a dire bat, wolf or dire wolf if it is evil. It can assume the shape of an eagle, hawk, cheetah or leopard if it is good. This ability is similar to a polymorph self spell cast by a 12 th. Level sorcerer. The vampire can choose between all the different forms, but most return to vampire form in order to change to another form. It can change form as often as it desires, yet it cannot change form when the sun is up.
Abilities: Str +12, Dex +14, Int +12, Wis +12, Cha +14
Skills: All vampires of level 10 receive a +12 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 10 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes, Flyby Attack and six times Toughness (granting +18 hit points)



Level 11
Speed: 160 ft., Burrow 50 ft., Fly 160 ft. (Good)
AC: Base natural armor improves by +14
Damage with Claw attacks: 2d10/2d10
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d8 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d12 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Three times each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. It can control a maximum of 2 HD of undead for each HD it has itself.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 20/+3
Turn Resistance (Ex): A level 11 vampire has +9 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 11 vampire has 3 lesser and 1 greater vampiric gift
Fast Healing (Ex): A vampire of level 11 has Fast Healing that heals it for 10 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Invisibility (Sp): At will, the vampire can become invisible as per the spell invisibility. It cannot cast spells and attack while invisible, so it’s only useful for sneaking up on victims or for spying on potential enemies.
Sense Vampire (Ex): The vampire can sense any other vampire within 120 ft. of itself, even if they are invisible, on the other side of a wall or polymorphed. The vampire can though only sense vampires of lower Vampiric level than itself. It cannot sense vampires that are on another plane, like the ethereal or astral plane.
True Seeing (Su): The vampire is able of seeing all that is hidden, giving him the ability to see as with the wizard version of True Sight. This ability is permanent and cannot be turned of. The ability doesn’t work when the sun is up.
Alternate Form (Su): The vampire can assume the shape of a dire bat, wolf or dire wolf if it is evil. It can assume the shape of an eagle, hawk, cheetah or leopard if it is good. This ability is similar to a polymorph self spell cast by a 12 th. Level sorcerer. The vampire can choose between all the different forms, but most return to vampire form in order to change to another form. It can change form as often as it desires, yet it cannot change form when the sun is up.
Abilities: Str +10, Dex +16, Int +14, Wis +14, Cha +18
Skills: All vampires of level 11 receive a +14 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 11 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes, Flyby Attack, Weapon Focus (Claw) and seven times Toughness (granting +21 hit points)



Level 12
Speed: 180 ft., Burrow 60 ft., Fly 180 ft. (Good)
AC: Base natural armor improves by +16
Damage with Claw attacks: 2d12/2d12
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d8 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 2d6 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Three times each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. The vampire can control as many of these undeads as it desires.
Create Undead (Sp): One time each day, the vampire can cast Create Undead as a 20 th. Level cleric. It requires a corpse in order to do so, yet it doesn’t require any additional material components. The created undead is automatically under the full control of the vampire. The vampire can control as many of these undeads as it has Hit Dice. If it tries to create more, it looses control over one of those it has already created.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 24/+3
Turn Resistance (Ex): A level 12 vampire has +10 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 12 vampire has 3 lesser and 2 greater vampiric gifts
Fast Healing (Ex): A vampire of level 12 has Fast Healing that heals it for 12 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Invisibility (Sp): At will, the vampire can become invisible as per the spell invisibility. It cannot cast spells and attack while invisible, so it’s only useful for sneaking up on victims or for spying on potential enemies.
Sense Vampire (Ex): The vampire can sense any other vampire within 150 ft. of itself, even if they are invisible, on the other side of a wall or polymorphed. The vampire can though only sense vampires of lower Vampiric level than itself. It cannot sense vampires that are on another plane, like the ethereal or astral plane.
True Seeing (Su): The vampire is able of seeing all that is hidden, giving him the ability to see as with the wizard version of True Sight. This ability is permanent and cannot be turned of. The ability doesn’t work when the sun is up.
Alternate Form (Su): The vampire can assume the shape of a dire bat, wolf or dire wolf if it is evil. It can assume the shape of an eagle, hawk, cheetah or leopard if it is good. This ability is similar to a polymorph self spell cast by a 12 th. Level sorcerer. The vampire can choose between all the different forms, but most return to vampire form in order to change to another form. It can change form as often as it desires, yet it cannot change form when the sun is up.
Spawn Sight: (Su): The vampire can see through the eyes and hear through the ears of any undead it has created, both vampires as well as any undeads created with the Animate Dead and Create Undead abilities. It even sees and hears what it’s minions are doing when it’s sleeping.
Abilities: Str +12, Dex +18, Int +16, Wis +16, Cha +22
Skills: All vampires of level 12 receive a +16 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 12 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes, Flyby Attack, Weapon Focus (Claw), Iron Will and eight times Toughness (granting +24 hit points)



Level 13
Speed: 200 ft., Burrow 70 ft., Fly 200 ft. (Good)
AC: Base natural armor improves by +18
Damage with Claw attacks: 3d8/3d8
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d10 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 2d8 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Four times each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. The vampire can control as many of these undeads as it desires.
Create Undead (Sp): One time each day, the vampire can cast Create Undead as a 20 th. Level cleric. It requires a corpse in order to do so, yet it doesn’t require any additional material components. The created undead is automatically under the full control of the vampire. The vampire can control as many of these undeads as it has Hit Dice. If it tries to create more, it looses control over one of those it has already created.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 28/+4
Turn Resistance (Ex): A level 13 vampire has +11 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 13 vampire has 3 lesser and 2 greater vampiric gifts
Fast Healing (Ex): A vampire of level 13 has Fast Healing that heals it for 14 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Invisibility (Sp): At will, the vampire can become invisible as per the spell invisibility. It cannot cast spells and attack while invisible, so it’s only useful for sneaking up on victims or for spying on potential enemies.
Sense Vampire (Ex): The vampire can sense any other vampire within 250 ft. of itself, even if they are invisible, on the other side of a wall or polymorphed. The vampire can though only sense vampires of lower Vampiric level than itself. It cannot sense vampires that are on another plane, like the ethereal or astral plane.
True Seeing (Su): The vampire is able of seeing all that is hidden, giving him the ability to see as with the wizard version of True Sight. This ability is permanent and cannot be turned of. The ability doesn’t work when the sun is up.
Alternate Form (Su): The vampire can assume the shape of a dire bat, wolf or dire wolf if it is evil. It can assume the shape of an eagle, hawk, cheetah or leopard if it is good. This ability is similar to a polymorph self spell cast by a 12 th. Level sorcerer. The vampire can choose between all the different forms, but most return to vampire form in order to change to another form. It can change form as often as it desires, yet it cannot change form when the sun is up.
Spawn Sight: (Su): The vampire can see through the eyes and hear through the ears of any undead it has created, both vampires as well as any undeads created with the Animate Dead and Create Undead abilities. It even sees and hears what it’s minions are doing when it’s sleeping.
Abilities: Str +14, Dex +20, Int +18, Wis +18, Cha +26
Skills: All vampires of level 13 receive a +18 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 13 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes, Flyby Attack, Weapon Focus (Claw), Iron Will, Improved Critical (Claw) and nine times Toughness (granting +27 hit points)



Level 14
Speed: 240 ft., Burrow 80 ft., Fly 240 ft. (Perfect)
AC: Base natural armor improves by +20
Damage with Claw attacks: 3d10/3d10
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1d12 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 2d10 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Five times each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. The vampire can control as many of these undeads as it desires.
Create Undead (Sp): Two times each day, the vampire can cast Create Undead as a 20 th. Level cleric. It requires a corpse in order to do so, yet it doesn’t require any additional material components. The created undead is automatically under the full control of the vampire. The vampire can control as many of these undeads as it has Hit Dice. If it tries to create more, it looses control over one of those it has already created.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 32/+5
Turn Resistance (Ex): A level 14 vampire has +12 turn resistance.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 14 vampire has 3 lesser and 2 greater vampiric gifts
Fast Healing (Ex): A vampire of level 14 has Fast Healing that heals it for 18 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Invisibility (Sp): At will, the vampire can become invisible as per the spell invisibility. It cannot cast spells and attack while invisible, so it’s only useful for sneaking up on victims or for spying on potential enemies.
Sense Vampire (Ex): The vampire can sense any other vampire within 500 ft. of itself, even if they are invisible, on the other side of a wall or polymorphed. The vampire can though only sense vampires of lower Vampiric level than itself. It cannot sense vampires that are on another plane, like the ethereal or astral plane.
True Seeing (Su): The vampire is able of seeing all that is hidden, giving him the ability to see as with the wizard version of True Sight. This ability is permanent and cannot be turned of. The ability doesn’t work when the sun is up.
Alternate Form (Su): The vampire can assume the shape of a dire bat, wolf or dire wolf if it is evil. It can assume the shape of an eagle, hawk, cheetah or leopard if it is good. This ability is similar to a polymorph self spell cast by a 12 th. Level sorcerer. The vampire can choose between all the different forms, but most return to vampire form in order to change to another form. It can change form as often as it desires, yet it cannot change form when the sun is up.
Spawn Sight: (Su): The vampire can see through the eyes and hear through the ears of any undead it has created, both vampires as well as any undeads created with the Animate Dead and Create Undead abilities. It even sees and hears what it’s minions are doing when it’s sleeping.
Spawn Teleport (Su): At will, the vampire can automatically teleport itself to any location where one if it’s minions are, as defined in Spawn Sight. It takes one round for the vampire to materialize. The vampire can Spawn Teleport three times each day.
Abilities: Str +16, Dex +22, Int +20, Wis +20, Cha +28
Skills: All vampires of level 13 receive a +22 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 14 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes, Flyby Attack, Weapon Focus (Claw), Iron Will, Improved Critical (Claw), Run and ten times Toughness (granting +30 hit points)



Level 15
15 th. Level vampires are first generation vampires. No lower generation vampires can achieve 15 th. Vampiric level, no matter their age. These beings are demi-gods.

Speed: 360 ft., Burrow 120 ft., Fly 360 ft. (Perfect)
AC: Base natural armor improves by +25
Damage with Claw attacks: 4d12/4d12
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 2d8 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 3d12 points of permanent Constitution drain each round the pin is maintained.
Animate Dead (Sp): Eight times each day, the vampire can cast Animate Dead at a level equal to its vampiric level. If the vampire is already a cleric, wizard or sorcerer of higher level than its vampiric level, use the class level instead. The vampire requires no material components to cast the spell. The vampire can control as many of these undeads as it desires.
Create Undead (Sp): Five times each day, the vampire can cast Create Undead as a 20 th. Level cleric. It requires a corpse in order to do so, yet it doesn’t require any additional material components. The created undead is automatically under the full control of the vampire. The vampire can control as many of these undeads as it has Hit Dice. If it tries to create more, it looses control over one of those it has already created.
Desire to Die (Su): The vampire can order any living creature to end it’s own life. The targeted creature must be within range of sight from the vampire. If the creature fails it’s will saving throw, it performs a Coup de Grace on itself the following round with automatic success. It is still vulnerable to spells and effects, so the creatures allies can either grapple the creature or use some sort of paralysing magic to keep it from slaying itself.

Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 50/+8
Turn Resistance (Ex): A level 15 vampire is immune to turning.
Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.
Vampiric Gifts: A level 15 vampire has 4 lesser and 3 greater vampiric gifts
Fast Healing (Ex): A vampire of level 15 has Fast Healing that heals it for 25 points of damage each round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, the vampire burrow into the ground to hide. This is a reflex and the vampire can not even choose not to burrow.
Invisibility (Sp): At will, the vampire can become invisible as per the spell invisibility. It cannot cast spells and attack while invisible, so it’s only useful for sneaking up on victims or for spying on potential enemies.
Sense Vampire (Ex): The vampire can sense any other vampire within 2000 ft. of itself, even if they are invisible, on the other side of a wall or polymorphed. The vampire can though only sense vampires of lower Vampiric level than itself. It cannot sense vampires that are on another plane, like the ethereal or astral plane.
True Seeing (Su): The vampire is able of seeing all that is hidden, giving him the ability to see as with the wizard version of True Sight. This ability is permanent and cannot be turned of. The ability doesn’t work when the sun is up.
Alternate Form (Su): The vampire can assume the shape of a dire bat, wolf or dire wolf if it is evil. It can assume the shape of an eagle, hawk, cheetah or leopard if it is good. This ability is similar to a polymorph self spell cast by a 12 th. Level sorcerer. The vampire can choose between all the different forms, but most return to vampire form in order to change to another form. It can change form as often as it desires, yet it cannot change form when the sun is up.
Spawn Sight: (Su): The vampire can see through the eyes and hear through the ears of any undead it has created, both vampires as well as any undeads created with the Animate Dead and Create Undead abilities. It even sees and hears what it’s minions are doing when it’s sleeping.
Spawn Teleport (Su): At will, the vampire can automatically teleport itself to any location where one if it’s minions are, as defined in Spawn Sight. It takes one round for the vampire to materialize. The vampire can Spawn Teleport as much as it desires.
Immunities (Ex): These ancient vampires are immune to acid, cold, electricity and fire.
Calculating Mind (Ex): The ancient vampires are able of calculating the actions of its opponents through its superior intelligence and its natural speed. Thus, it adds its intelligence modifier to it’s AC. A vampire monk would add both its dexterity, intelligence and wisdom modifier to it’s AC.
Abilities: Str +36, Dex +24, Int +22, Wis +22, Cha +32
Skills: All vampires of level 15 receive a +26 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 15 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes, Flyby Attack, Weapon Focus (Claw), Iron Will, Improved Critical (Claw), Run and fifteen times Toughness (granting +45 hit points)


Vampire Weaknesses

Magic Nature: Vampires are not natural beings. They are humanoid creatures that have been changed by divine magic, cast on them by a god. Thus, their nature is one of magic as well. Vampires have a good resistance towards magic, but this resistance works against them as well. Since the resistance isn’t as natural to them as it is to other creatures, they can not control it. A vampire cannot choose to lower his magic resistance to receive beneficial spells. As undead, he is immune to ability drain, but this protection is also a double-edged blade, since it makes a vampire unable of being affected by spells or items that higher his ability scores as well. Any protection or otherwise beneficial spell that is cast on a vampire has to beat his spell resistance every round of be dispelled. If it fails to beat his spell resistance just one round, it is irrevocably dispelled. Any magic item held by a vampire begins loosing its power from the second he grasps it. A sword or armor will loose one “plus” every round it is held or worn by a vampire. After it has lost all it’s plusses, it will loose any other abilities it might have. Only once a vampire drops the weapon will the magic abilities begin to come back, one ability or plus returning to the item every five rounds. If a vampire grabs a scroll, it will loose its spell / spells if it is held for more than one round. Wand, staves, rods and any other item that has charges will permanently loose one charge every round. A potion will become non-magical if held of more than one round as well. It is impossible for a vampire to invoke any special powers from any magical item, be that rod, staff, scroll, potion or anything else. It can not even invoke artifacts and relics.

Unnatural: The unnatural creation and being of vampires forbids them from entering any site sanctified to a deity. This means that temples, churches and most cemeteries are off limits for vampires. Through no means can they enter such areas, they will always be blocked by an invisible barrier. Even their spawn, undeads created by Animate Dead or Create Undead, are affected by this, being unable of enter such areas. No spell can make allow a vampire to enter a place of sanctity.
The only exceptions for this are the two deities who were involved in the birth of vampires, Subraharak and the deity of the Asmodai, Thakulion. Evil vampires can freely enter temples of Subraharak while good vampires can enter the churches of Thakulion.

Curse of the Sun: The god that embodies all things natural is Jasmindra, the ancient god of nature. She is also known as the sun god, the earth mother. Under her vengeful eye, vampires are abominations. She would like nothing else but to have then vanquished from the land and thus, when here eye raises high in the sky, vampires can feel her wrath.
Each round a vampire is under the burning sun, they take 4d10 points of fire damage. This damage is not reduced by any spells that reduced fire damage or damage in general. The only thing that protect them is deep shadows. Even wearing thick clothing will not protect them sufficiently. As long as their skin is touched by the sunlight will they feel the burn. Yet, the fire protection granted from drinking the blood of a red dragon will grant them some protection against the wrath of the sun. The good elder vampires are actually immune to the damage inflicted upon them from being in the sun, having made their peace with Jasmindra aeons ago, by promising to her that they would end their own life once their evil brethren were killed. Yet, their spawn still suffers from the effects of the sun.
The fire immunity granted to the ancient, evil vampires does not protect them against the Curse of the Sun. They will receive half damage from the Sun even if they have drunk the blood of a red dragon. Good vampires who are anything but first generation will half damage from the Curse of the Sun and no damage if they have drunk from the veins of the red dragon. Thus, the good vampires have a powerful weapon to combat their more numerous evil brethren; the power of daylight.

Silver and Mercury: Many vampires are vulnerable to weapon made of silver, yet most older vampires have grown immune to these weapons, needing magical weapons to harm them. Some have mistakenly thought that these old vampires gained complete immunity towards silver, yet this is not the truth. They simply gained tougher bodies so that the silver would not even enter through their skin. Yet, it was found that when silver was mixed with mercury to form a silvery, metal liquid, the vampires would loose some of that immunity. This mixture is known as Vampire Poison in alchemist communities, a rare commodity in many countries. When smeared upon a weapon, it will enable the user to harm vampires more efficiently.
When smeared on a weapon, that weapon counts as having two plusses extra for the purpose of determining damage reduction on vampires. Thus, if smeared on a +1 weapon, it could break through a vampiric level 12 vampire’s damage reduction, even though it’s description states that it requires a weapon of at least +3 enchantment to receive damage. Even a non-magical weapon can be made to count as a +2 weapon against vampires when it is smeared with Vampire Poison. The bonus received from Vampire Poison doesn’t grant any bonuses to hit or damage vampires, it only grant the ability to pass through their damage reduction.
A vial of Vampire Poison, which contains enough fluid to prepare one sword or ten arrow heads, costs 20 gp. if anyone is lucky enough to find a place where it is sold. Once the liquid is smeared on a weapon, it will only give the weapon the ability to penetrate damage reduction for one combat. After that, it will have been used up and the poison will need to be applied again. If it is applied and the weapon isn’t used, it will dissipate after roughly 24 hours.
Any vampire that is affected by vampire poison can not regenerate anymore. The poison stops the unnatural healing processes of the vampire for as long as he has the poison in his veins.
Yet, the biggest benefit of the Vampire Poison isn’t it’s ability to penetrate through a vampires damage reduction. It’s greatest power is that of paralysing a vampire. When a vampire is reduced to zero hit points with will begin to automatically claw it’s way through the ground, attempting to hide where it can regenerate slowly. Yet, if it has Vampire Poison in it’s body, it will instead enter into a coma-like state, unable to move and regenerate. During this time, anyone can pick up the vampire, put it in a cage, place it in sunlight, do anything they like basically. Once Vampire Poison has entered the body of the vampire, it will remain there for 24 hours. After that time, the body will have rejected the poison. This means that if the vampire is in a battle which it wins, though having got Vampire Poison in it’s body, and enters a new battle twelve hours later, where it is reduced to 0 hit points, it will enter into the comatose state for the next twelve hours, since the poison will still be in the body for that amount of time.
Since the two only way of slaying a vampire is through burning it or placing it in the sun, the poison is basically a vampire hunters best option for getting the vampire pacified so that he can move it or burn it without it escaping.
Yet, some vampires have found that this Vampire Poison can actually be used by them instead of against them. Should a vampire drink a vial of Vampire Poison, he will enter into a comatose state, as if though he had been reduced to 0 hit points. In this state, he is paralysed and even stop radiating magic. Thus, he is hard to detect. Also, he will not die do to lack of blood while in this state. Therefore, some vampires use it for when they need to stay inactive for long periods of time. Since they can adjust the time they are in coma by adjusting the amount of Vampire Poison they drink, they can control the period of rest. Thus, if a vampire has over-fed on an area and is concerned that the inhabitants will either flee or die out, it will wilfully enter into the state of coma in order for the population to settle down and grow. Yet, the vampire is extremely vulnerable under the coma, since it cannot protect itself if anyone should find it, it cant even choose to wake up if anyone handles it. Therefore, most vampires choose extremely hard to reach places for their rest. Many bury themselves far into the ground while others place themselves in a stone coffin which they place on the bottom of the ocean.
Even though it’s used on purpose by the vampires, the fluid is still a poison. When the vampire awakens, he will only have 1 hit point left, as his body is extremely fatigued by the poison and he will not regenerate for 2d8 hours.

Blood Hunger: The vampire needs blood to survive. Since all vampires were cursed or blessed, depending on who you ask, by the Blood God, he wanted his creations to bend to his will, to suck the blood of the living. There is an amount of time a vampire can go without blood, depending upon it’s vampiric level. Yet, from time to time, every vampire must suck blood, otherwise it will die. On the chart below, you can see the amount of time a vampire can go without blood. Every day that goes by after this time has ended and it hasn’t drunk blood, it looses one point in every single ability score, excluding constitution. Thus, many vampires try to drink blood some time before this time has elapsed, since some accident or misfortune could befall them that would make them unable of getting blood. The ability loss inflicted to a vampire if it does not drink blood is permanent and cannot be removed through any means, even divine intervention. If they are reduced to zero in any ability score, they will perish, erupting in flames as their hunger consumes their own bodies.


Table of Blood Hunger

Vampiric Level Max. Time between blood
1 1 Day
2 2 Days
3 1 Week
4 2 Weeks
5 1 Month
6 2 Months
7 3 Months
8 6 Months
9 1 Year
10 2 Years
11 5 Years
12 25 Years
13 100 Years
14 250 Years
15 1000 Years

As it can be seen on the table, old vampires can go for ages without blood. All the good vampires eat as seldom as possibly, feasting on living blood only once there is but a week to the time limit expires. Many try to find evil humanoids to suck blood from.
Yet, when a vampire sucks blood, it is like sweet nectar and many evil vampires enjoy the taste of blood, thus drinking far more often that is actually necessary. As it can be seen on the table, vampires of the real low generation have to drink blood so often that they can become a real danger to the rest of the vampire population, since their hunger requires them to drink once every few days. Should they satisfy their hunger, they would quickly deplete the population of even large cities, if they weren’t stopped by vampire hunters or the church before they had the time to do so. Thus, even evil vampires try not to create too impure vampires as they are a liability. Blood Spawn, the nick name used for ninth generation vampires, are hardly ever made, they would simply run amok in their hunger for blood.

Searing Light: A vampire takes double damage from the spell Searing Light, since it utilises the two things a vampire is vulnerable to, holy energy and light. The spell causes twice as much damage as it would to any other undead.







VAMPIRIC LEVELS
 

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Clay_More

First Post
Thanks Krishnath. I just wanted to post those Vampire Gifts I have already made, as they make the Vampire make more sense. I got a little tired of the old-fashioned D&D vampires that seemed to have been taken right out of Bram Stokers Dracula. Especially, when both Vampire the Masquerade and Anne Rice had come up with alot of better ideas regarding vampires. Anyway, anyone feel free to contribute any gifts if they think some are missing from the Vampire.




Vampire Gifts
As vampires grow older, they gain powers beyond those that can be defined by mere ability scores. They tap into their ancestral source of energy, the blood that resides within them. Even a young, low generation vampire will have access to some of these powers, yet only for the older vampires will it truly become a boon, as they gain access to the greater powers of their vampire nature. A vampire has a pool of vampire points which he uses to power his abilities. The amount of vampire points is equal to his vampiric level x his charisma modifier. Every evening, just as the sun sets, a vampire regains one vampire point. First generation vampires regains two points. Thus, a vampire who has used up all of his vampire points will often use several days, even weeks, to get refilled. Below, vampire points are simply called VP.
Even though many Vampire Gifts are free actions, a vampire cannot use more than one each round. The DC against abilities which allow a saving throw is the same as for the other abilities of vampire.

Lesser Gifts

Blood Consumption.
Requirements: None
Blood Consumption is one of the most basic of vampire gifts. Most vampires will have chosen it as their first gift, since it is one of the most usable. A vampire with Blood Consumption can actually use the blood he drains from his victims to do several things, instead of merely using it to feed himself. In order to invoke the Blood Consumption gift, a vampire needs to be “full”, meaning that he cannot use blood to power his Blood Consumption gift if he is hungry (refer to the Blood Hunger chart). A vampire with Blood Consumption can use drained blood to refill his pool of VP. For each point of constitution he drain, he gains one VP. This is the fastest way a vampire can regain VP and taken into account the very slow VP recovery rate, it’s an option most evil vampires use. Good vampires will often have some servants that they drain, after which they cast Greater Restoration on them. This way, they can regain VP faster without having to kill any innocents. A vampire cannot get more VP from a person than that person has constitution. Thus, if a first generation vampire drains a person of blood to regain VP, something which deals 3d12 points of constitution damage, it is possible that the amount drained will surpass the targets constitution. Yet, if the first generation vampire rolls a total of 19 constitution damage when draining blood from someone with a constitution of 12, he only regains 12 VP. In order for the vampire to suck blood from a creature, that creature is required to have a normal biology. The vampire cannot suck blood from any creature of type Elemental, Construct, Undead, Outsider or Ooze. It is the DM’s decision whether a vampire can suck blood from a specific creature.
If a vampire sucks blood from a creature that is either connected to the elemental plane of fire or the positive energy plane, he takes damage as the energy of the plane mingles with his blood. The damage caused is equal to 1d8 for each point of constitution drained. The damage type is considered the same as that of the plane to which the creature is connected. Thus, a vampire that sucks blood from a Red Dragon for example, would take 1d8 points of fire damage for each point of constitution he drains. Should a vampire drain blood from a divine creature, such as an Unicorn, he would take 1d8 points of holy damage for each point of constitution drained.

Blood Healing
Requirements: Blood Consumption
Blood Healing is the reason why most vampires are so hard to kill. It enables a vampire to use the power of his blood to heal his body. As a free action, the vampire can use 1 VP to heal himself of 1d4 points of damage. A vampire can use a number of VP equal to it’s vampiric level each round to heal itself of damage. Yet, each point of VP it uses in this fashion reduces the time before Blood Hunger occurs by one day. Thus, if a vampire of Vampiric level 8 has just drunk blood, and thus has 1 month before he would require blood again, uses 10 VP during a battle to heal himself would have 21 days before he would require blood again. If a vampire uses so many VP to heal himself that the number of days he has left before requiring blood drops to a negative number, he begins loosing ability scores as if though he was suffering from Blood Hunger.

Greater Alternate Form
Requirements: Must have the Alternate Form ability
When a vampire has the Greater Alternate Form ability, he is able of using his natural ability of changing shape to a greater extent. He can change into anything as small as tiny and as big as a large creature. He can even duplicate another creature, thus enabling him to take over another persons identity as a Doppelganger would. Yet, he doesn’t gain any information on the personality of the creature or person he changes into, he only gains it’s appearance. If a vampire uses the Greater Alternate Form gift to disguise himself, he gains a +20 bonus to his disguise check. No spell, except True Seeing, will reveal him as anything else than the creature which form he has assumed. Unlike most other gifts, this gift doesn’t require any VP to be spent. Also, a vampire can use his other gifts even when he has assumed another form. Yet, like the Alternate Form ability, he must change into his normal vampiric form before he can change into a new form.

Fire Gift
Requirements: None
The Fire Gift is feared amongst vampires, since it uses one of the vampires weaknesses to cause damage. A vampire with the Fire Gift can agitate the molecules of his target, causing his target to burn from within. By expending 1 VP, the vampire can cause 1d6 points of fire damage in his target. A Will save against a DC equal to the DC of the other abilities of the vampire allows the target to suffer only half damage. A vampire can use as many VP a round as his Vampiric Level. Thus, a vampire of Vampiric Level 8 can cause 8d6 points of fire damage by using 8 VP in a round. Invoking the Fire Gift in the manner is a free action, so when a vampire with the Fire Gift fights a dangerous opponent, the opponent will most probably burn until the vampire is either slain or runs out of VP.
Another way of using the Fire Gift is by igniting a weapon. Instead of causing fire to occur with his target, the vampire causes his weapon to burn. Each round the vampire expends 1 VP to make his weapon acts as a Flaming weapon. Any hit with the weapon causes an additional 1d6 points of fire damage. Any damage caused by a Flaming weapon acts as if all the damage was fire damage, not just the 1d6 points of extra damage. Thus, this ability is often used by vampire fighters when fighting other vampires. There is no saving throw against the extra fire damage when it is applied to a weapon, as there is when it’s done directly to the target. A vampire cannot use the Fire Gift against two different targets at once and it cannot use the Fire Gift to ignite a weapon and cause damage to a target at the same time neither. The vampire needs a clear line of sight to his target in order to invoke the Fire Gift.

Mind Gift
Requirements: None
The Mind Gift is what vampires are most notorious for amongst most commoners. The ability to twist and corrupt their thoughts. A vampire cannot invoke the Mind Gift on a target with more HD than himself. It cost 5 VP to invoke the Mind Gift and 1 VP for each round it is maintained. The vampire needs a clear line of sight to his target for him to invoke the gift. He cannot affect creatures that are immune to mind-influencing spells or effects. The target rolls a Will saving throw against the vampires normal DC. If it fails, it falls under the will of the vampire, being telepathically controlled. A controlled creature can be commanded to do almost anything, even attack it’s allies and friends. The only thing the creature cannot be commanded to do is something that is clearly suicidal. A vampire can only control one creature at a time using the Mind Gift. If he wishes to take over the mind of another creature, he must first break his control over the creature he is already commanding. If the vampire commands a controlled creature to step outside his line of sight, the control is instantly broken once it cannot see it’s target any more.

Vampiric Rage
Requirements: Must be of Evil alignment
Some evil vampires have the ability to go into a rage, much like that of a barbarian. Unlike the barbarian rage, the vampires rage is fueled by his evil blood instead of by anger or hate. Each round a vampire wishes to stay in Vampiric Rage, he expends one VP. Initiating Vampiric Rage is a free action and the vampire receives the benefits for doing so the same round he initiates it. In Vampiric Rage, the vampire gets a +8 bonus to his Strength and Dexterity. Once a vampire leaves Vampiric Rage, he isn’t fatigued as by the Barbarian Rage. Instead, he is drained of energy, which means the time before Blood Hunger occurs is automatically reduced to one day, no matter how many days it would normally take before Blood Hunger occurs. He cannot enter another Vampiric Rage until he has drunk blood. If a vampire only has one day before Blood Hunger occurs, if he’s gone too long without drinking blood or has used other vampiric gifts which has reduced his reservoir of blood, he cannot invoke the Vampiric Rage.

Unholy Speed
Requirements: Dexterity 20+
A vampire with Unholy Speed is a terrifying opponent indeed. Able of moving with a speed which is unfathomable by mortal beings, the vampire becomes a hurricane of death. When a vampire has Unholy Speed, he automatically gains one extra partial action each round as if though he was permanently hasted. He can move further each round and he gains the +4 AC bonus from his unnatural speed. He can even use his VP to gain extra speed, in times of need. By expending one VP in a round, he gains an extra full round action instead of a partial action. Invoking this gift is a free action, so a vampire can gain an extra full round actions for as many rounds as he has VP. A vampire of vampiric level 8 or above can gain two extra full round actions by expending two VP. A 15 th. vampiric level vampire can gain three extra actions by expending three VP.

Greater Gifts

Ability Absorption
Requirements: Blood Consumption
Ability Absorption allows a vampire to drain a target of it’s inherent abilities. If the vampire is draining a target of blood, using the Blood Consumption gift, he can also transfer one of the targets abilities to himself. The vampire can only transfer one ability and it cannot be a class-related ability. Thus, a vampire cannot transfer the Sneak Attack ability from a rogue. Yet, a vampire could transfer the Sneak Attack ability if he was draining a creature that had it as a natural ability. He can also transfer any special quality or special attack. Thus, a vampire that was draining blood from a Red Dragon could temporarily transfer it’s fire resistance to himself. Even though draining blood form a Red Dragon is a dangerous task, it does give the vampire an edge when fighting someone who knows about his weaknesses. A vampire can only have one such transferred ability at a time. He can though choose to replace it with another ability if he successfully drains blood from a creature that has an ability he would prefer instead of the one he already has. The same rules that apply for Blood Consumption apply for Ability Absorption. A vampire cannot acquire the ability of a creature he cannot suck blood from. Thus, he cannot gain the fire resistance from a fire elemental, since it doesn’t have any blood for him to suck. The vampire still takes damage from sucking blood from creatures of certain types, as defined under the Blood Consumption gift. Thus, it is possible for a vampire to gain an ability to protect himself against either fire or holy damage by draining a creature that has such an immunity, even though it might damage him while doing so. A vampire needs to drain the target creature completely in order for him to gain the ability. If the target creature survives, the ability isn’t transferred.

Greater Blood Healing
Requirements: Blood Healing, Must be of Good alignment
Greater Blood Healing enables a vampire to use his Blood Healing gift to cure others than himself. By expending one VP, he can cure anyone within 60 ft. of 1d6 points of damage. He can spend as many VP as his Vampiric Level each round to cure damage in this fashion. Also, when using Blood Healing on himself, he cures 1d6 points of damage instead of 1d4 for each VP he spends. The vampire can also use his Blood Healing to cause damage to undeads. This acts as a melee touch attack. The vampire charges his hands with the divine energy of his blood. He can use as many VP as his Vampiric Level to charge his hands. Once he touches his target undead, that undead takes damage equal to 1d6 times the amount of VP used. There is no saving throw against this damage. A good vampire can even use this ability against other vampires.

Inferno Gift
Requirements: Fire Gift
The Inferno Gift signifies a vampire that has gained supreme control over his ability to use fire to cause damage. Instead of causing 1d6 when he initiates his Fire Gift, he now causes 1d10 for each VP used. This also applies to the extra damage caused when he uses the Fire Gift to ignite a weapon. The DC of the gift is not increased though. All the limitations that apply to the Fire Gift still apply to the Inferno Gift. The vampire can only cause damage to one target at a time and he cannot cause his weapon to burn when he is causing damage to a target.

Spell Magnification
Requirements: Must be able of casting spells
This ability is probably the most valuable gift for any spell-casting vampire, as it enables him to use Metamagic feats without highering the level of the spell he is casting. The vampire can use his own energy to fuel Metamagic feats. Even spellcasters that cannot apply Metamagic feats to spells they have already memorised can use the Spell Magnification gift. They need to have the required Metamagic feat in order to use the Spell Magnification gift though. By expending a number of VP equal to the number of spell levels the Metamagic feat would higher the spell by, the vampire can strengthen his spells while casting them. The spell gains the benefits of the Metamagic feat without requiring a higher spell slot to cast. Thus, a vampire wizard could cast a Maximised Fireball as a third level spell by expending 3 VP to fuel the Metamagic feat. A vampire can only apply one Metamagic feat using the Spell Magnification gift though. It is possible to use the gift on a spell that is already affected by another Metamagic feat though. Thus, a wizard that is casting a spell that is memorised as Empowered could also apply Maximise to it by using the Spell Magnification gift. Off course, most spellcasting vampires that have access to a Greater Gift chooses Spell Magnification. Yet, the same rules apply to Spell Magnification as it does to all Vampiric Gifts, that a vampire can only use one Vampiric Gift each round.
 

Clay_More

First Post
Oh, just another comment. I playtested the vampire, allowing one of my players to become a low level vampire (vampiric level 8). Óff course, he was four levels lower than the rest of the group, so that his vampire status didn't disrupt the balance amongst the players. It actually worked out fine, and since the group already is a rather obscure one, he fitted right in (despite the fact that he had some problems during one of the first battles he fought with the group. They didn't know him to be a vampire and when he lay wounded, the cleric thought it a good idea to use Cure Serious Wounds on him, a thing undead react to rather strongly). Anyway, im stilling trying to find out what they CR adjustment should be (and Level Adjustment in case someone should wish to play them as characters). Keep in mind though, that for all the obvious benefits of being a vampire, it's actually rather tough to have to go without magical items (as my vampires have to) as well as the sunlight deficiency (which is almost as big a hindrance as the magic item thingy).
 

Knight Otu

First Post
Krishnath said:
Whoa! That has got to be the most complex template I have ever seen. It's excellent! :D

Beats even the planar ruler! :D

I'd have to look at it a bit closer to say something about CR and Level Adjustment, though.
 

Krishnath

First Post
With regards to the CR my estimate would be roughly the same as the MM vampire (+2). The ECL would be around +5 or +6.

I am myself looking for different vampire templates (Having collected 2 counting the one in the MM.) to represent the seven warring vampire clans I will slowly introduce in my campaign world. And allthough I really like your template, it is unfortunatly to complex to implement in my game world. :( But I really, really, like it. And if I ever start a new campaign world, with a more dark aspect, you can be damn sure that I'm going to use your template. It's just that excellent.

Later,
 

Knight Otu

First Post
Krishnath said:
With regards to the CR my estimate would be roughly the same as the MM vampire (+2). The ECL would be around +5 or +6.

Actually, I would argue for a CR increase equal to the vampire level. ECL I'm not sure about, but I'd argue for twice the vampire level. This is just a quick and dirty idea, though.

Another thing: Most of the time, template adjustments to ability scores are even. (ELH and MMII have exceptions, though.)
 

Krishnath

First Post
Actually the MM vampire has an ECL of roughly +10, but this is mostly due to it's powers being to damn dangerous in the hands of PC's.

Later,
 

blackshirt5

First Post
That's really complex, I'll take a more in depth look tomorrow when I wake up, but for now, I'll just say that at a glance, it looks very complex, but really awesome. I'm considering using this in conjunction or instead of the Ravenloft vampire stuff for the vampire clan that rules one of the countries in my world(hopefully the players will get all the way to the very end of the castle. I do so hate genning up the Vampire God and never having a chance to run him.:D )
 

Clay_More

First Post
Thanks for the comments. I think that it would have to be both a CR ajdustment and a ECL adjustment that had to be variable according to Vampiric Level. Im not certain that a Blood Spawn (1 vampiric level) even deserves a CR adjustment (+1 to strength, +3 to dexterity.-6 to Int, Wis & Cha). Perhaps something like Vampire level times two minus two, or is that too mathematical....

Anyway, if any of you playtest them, I would truly love any feedback from you and your players. If you think "hmmm, I think this is gonna work better if we change it a little" dont just make your changes personal, post them as I would love to hear them.

As for vampire clans, I have a few "orders" of vampires in my world, mostly started by the evil vampires. These orders have different aspects, many of which can be labelled out by character classes and choice of gifts. I have a order of assasins, with vampires of rogue/fighter classes. Off course, they choose the Greater Alternate Form gift as soon as possible, as it allows them the greatest level of sneakiness. Also, if they have sufficient gifts, they have Blood Comsumption together with Ability Absorbtion, which allows them to gain an ability of the character or creature they are masquerading as (thus making the chance of detection slimmer).
Warriors clan or orders would probably benefit the most from the Fire Gift or Blood Healing, even Unholy Speed. Off course, any spellcaster would benefit enormously from Spell Magnification.

Anyway, I hope this thread will stay alive a while, I used alot of time and effort on the vampires (these are actually 3 rd. edition of my original ones, based on player input after we playtested them).

I been trying to get one of my players who's actually quite a painter to get him to make me a picture or two of then, when he finds the time.
 

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