Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Vampires of Balmortis - PC's as vampires
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Clay_More" data-source="post: 607420" data-attributes="member: 9813"><p>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. </p><p></p><p></p><p></p><p></p><p></p><p>Vampire, Balmortian</p><p></p><p>The Book of Subraharak</p><p></p><p>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.</p><p>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. </p><p>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.</p><p>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. </p><p>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. </p><p></p><p></p><p>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.</p><p>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. </p><p></p><p>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. </p><p>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. </p><p></p><p></p><p></p><p>Creating a Vampire</p><p></p><p>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. </p><p>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.</p><p>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. </p><p>When creating a vampire, first determine it’s generation and age and find the Vampiric level on the chart below. </p><p></p><p>Generation / Age</p><p>AGE 2 nd.Gen. 3 rd.Gen. 4 th.Gen. 5 th.Gen. 6 th.Gen. 7 th.Gen. 8 th.Gen.</p><p>0-100 8 7 6 5 4 3 2</p><p>100-250 9 8 7 6 5 4 3</p><p>250-500 10 9 8 7 6 5 4</p><p>500-1000 11 10 9 8 7 6 5</p><p>1000-2000 12 11 9 8 7 6 5</p><p>2000-5000 13 11 10 9 8 7 6</p><p>5000- 14 12 10 9 8 7 6</p><p></p><p></p><p>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.</p><p></p><p>Basic template for all vampires. </p><p>Hit Dice: Increase to d12</p><p>Speed: Increases according to vampiric level</p><p>AC: Increases according to vampiric level</p><p>Attacks: All vampires have Claw attack that they can use with their normal attack bonus.</p><p>Damage: Increases according to vampiric level</p><p>Special Attacks: Depending on vampiric level</p><p>Special Qualities: Depending on vampiric level, all vampires are though undead</p><p>Saves: Same as the base creature</p><p>Abilities: Increased according to vampiric level. All vampires have 0 constitution though, no matter level.</p><p>Skills: Increases according to vampiric level</p><p>Feats: All vampires have scent and track; some have additional feats according to their vampiric level.</p><p>Spell Resistance: All vampires have a spell resistance equal to 10 + their Vampiric Level. </p><p></p><p></p><p></p><p>Vampiric Levels.</p><p></p><p>Level 1</p><p>Level one vampires are also known as Blood Spawn and are little more than ghouls, obeying every command given to them by their masters.</p><p></p><p>Speed: 40 ft.</p><p>AC: Base natural armor improves by +2</p><p>Damage with Claw attacks: 1d6/1d6</p><p>Special Attacks: None</p><p>Special Qualities: None</p><p>Abilities: Str +1, Dex +3, Int -6, Wis -6, Cha -6</p><p>Skills: No extra skills</p><p>Feats: No extra feats</p><p></p><p></p><p></p><p>Level 2</p><p>Speed: 50 ft.</p><p>AC: Base natural armor improves by +3</p><p>Damage with Claw attacks: 1d8/1d8</p><p>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.</p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 2 vampire has +1 turn resistance.</p><p>Vampiric Gifts: A level 2 vampire has 1 lesser vampiric gift</p><p>Abilities: Str +1, Dex +3, Cha +2</p><p>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. </p><p>Feats: All vampires of level 2 gain Improved reflexes</p><p></p><p></p><p></p><p>Level 3</p><p>Speed: 55 ft.</p><p>AC: Base natural armor improves by +4</p><p>Damage with Claw attacks: 1d8/1d8</p><p>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.</p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 3 vampire has +2 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 3 vampire has 1 lesser vampiric gift</p><p>Abilities: Str +2, Dex +4, Int +2, Wis +2, Cha +4</p><p>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. </p><p>Feats: All vampires of level 3 gain Improved Initiative and Alertness. </p><p></p><p></p><p></p><p>Level 4</p><p>Speed: 60 ft., Burrow 10 ft.</p><p>AC: Base natural armor improves by +5</p><p>Damage with Claw attacks: 1d10/1d10</p><p>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.</p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 4 vampire has +2 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 4 vampire has 1 lesser vampiric gift</p><p>Abilities: Str +3, Dex +5, Int +3, Wis +3, Cha +5</p><p>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. </p><p>Feats: All vampires of level 4 gain Improved Initiative, Alertness and Dodge</p><p></p><p></p><p></p><p> Level 5</p><p>Speed: 70 ft., Burrow 15 ft.</p><p>AC: Base natural armor improves by +6</p><p>Damage with Claw attacks: 1d10/1d10</p><p>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.</p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 5 vampire has +3 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 5 vampire has 1 lesser vampiric gift</p><p>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. </p><p>Abilities: Str +4, Dex +6, Int +4, Wis +4, Cha +6</p><p>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. </p><p>Feats: All vampires of level 5 gain Improved Initiative, Alertness, Dodge, Combat Reflexes and one Toughness (granting +3 hit points)</p><p></p><p></p><p></p><p>Level 6</p><p>Speed: 80 ft., Burrow 20 ft.</p><p>AC: Base natural armor improves by +7</p><p>Damage with Claw attacks: 1d12/1d12</p><p>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.</p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 6 vampire has +4 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 6 vampire has 1 lesser and 1 greater vampiric gift</p><p>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. </p><p>Abilities: Str +5, Dex +7, Int +5, Wis +5, Cha +7</p><p>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. </p><p>Feats: All vampires of level 6 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes and two times Toughness (granting +6 hit points)</p><p></p><p></p><p></p><p>Level 7</p><p>Speed: 90 ft., Burrow 25 ft., Fly 90 ft. (Average)</p><p>AC: Base natural armor improves by +8</p><p>Damage with Claw attacks: 1d12/1d12</p><p>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.</p><p>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. </p><p>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. </p><p>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.</p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 7 vampire has +5 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 7 vampire has 1 lesser and 1 greater vampiric gift</p><p>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. </p><p>Abilities: Str +6, Dex +8, Int +6, Wis +6, Cha +8</p><p>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. </p><p>Feats: All vampires of level 7 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes and three times Toughness (granting +9 hit points)</p><p></p><p></p><p></p><p>Level 8</p><p>Speed: 100 ft., Burrow 25 ft., Fly 100 ft. (Average)</p><p>AC: Base natural armor improves by +9</p><p>Damage with Claw attacks: 2d6/2d6</p><p>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.</p><p>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. </p><p>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. </p><p>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.</p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 8 vampire has +6 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 8 vampire has 1 lesser and 1 greater vampiric gift</p><p>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. </p><p>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.</p><p>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. </p><p>Abilities: Str +8, Dex +10, Int +8, Wis +8, Cha +10</p><p>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. </p><p>Feats: All vampires of level 8 gain Improved Initiative, Alertness, Dodge, Combat Reflexes, Lightning Reflexes and four times Toughness (granting +12 hit points)</p><p></p><p></p><p>Level 9</p><p>Speed: 120 ft., Burrow 30 ft., Fly 120 ft. (Good)</p><p>AC: Base natural armor improves by +10</p><p>Damage with Claw attacks: 2d6/2d6</p><p>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.</p><p>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. </p><p>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. </p><p>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.</p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 9 vampire has +7 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 9 vampire has 2 lesser and 1 greater vampiric gift</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p><p>Abilities: Str +10, Dex +12, Int +10, Wis +10, Cha +12</p><p>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. </p><p>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)</p><p></p><p></p><p></p><p>Level 10</p><p>Speed: 140 ft., Burrow 40 ft., Fly 140 ft. (Good)</p><p>AC: Base natural armor improves by +12</p><p>Damage with Claw attacks: 2d8/2d8</p><p>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.</p><p>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. </p><p>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. </p><p>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.</p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 10 vampire has +8 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 10 vampire has 2 lesser and 1 greater vampiric gift</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>Abilities: Str +12, Dex +14, Int +12, Wis +12, Cha +14</p><p>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. </p><p>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)</p><p></p><p></p><p></p><p>Level 11</p><p>Speed: 160 ft., Burrow 50 ft., Fly 160 ft. (Good)</p><p>AC: Base natural armor improves by +14</p><p>Damage with Claw attacks: 2d10/2d10</p><p>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.</p><p>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. </p><p>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. </p><p>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.</p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 11 vampire has +9 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 11 vampire has 3 lesser and 1 greater vampiric gift</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>Abilities: Str +10, Dex +16, Int +14, Wis +14, Cha +18</p><p>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. </p><p>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)</p><p></p><p></p><p></p><p>Level 12</p><p>Speed: 180 ft., Burrow 60 ft., Fly 180 ft. (Good)</p><p>AC: Base natural armor improves by +16</p><p>Damage with Claw attacks: 2d12/2d12</p><p>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.</p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 12 vampire has +10 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 12 vampire has 3 lesser and 2 greater vampiric gifts</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>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. </p><p>Abilities: Str +12, Dex +18, Int +16, Wis +16, Cha +22</p><p>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. </p><p>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)</p><p></p><p></p><p></p><p>Level 13</p><p>Speed: 200 ft., Burrow 70 ft., Fly 200 ft. (Good)</p><p>AC: Base natural armor improves by +18</p><p>Damage with Claw attacks: 3d8/3d8</p><p>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.</p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 13 vampire has +11 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 13 vampire has 3 lesser and 2 greater vampiric gifts</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>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. </p><p>Abilities: Str +14, Dex +20, Int +18, Wis +18, Cha +26</p><p>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. </p><p>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)</p><p></p><p></p><p></p><p>Level 14</p><p>Speed: 240 ft., Burrow 80 ft., Fly 240 ft. (Perfect)</p><p>AC: Base natural armor improves by +20</p><p>Damage with Claw attacks: 3d10/3d10</p><p>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.</p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 14 vampire has +12 turn resistance.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 14 vampire has 3 lesser and 2 greater vampiric gifts</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>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. </p><p>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.</p><p>Abilities: Str +16, Dex +22, Int +20, Wis +20, Cha +28</p><p>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. </p><p>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)</p><p></p><p></p><p></p><p>Level 15</p><p>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.</p><p></p><p>Speed: 360 ft., Burrow 120 ft., Fly 360 ft. (Perfect)</p><p>AC: Base natural armor improves by +25</p><p>Damage with Claw attacks: 4d12/4d12</p><p>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.</p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p></p><p>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.</p><p>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</p><p>Turn Resistance (Ex): A level 15 vampire is immune to turning.</p><p>Spider Climb (Ex): A vampire of level 3 and above can climb sheer surfaces as though with a spider climb spell.</p><p>Vampiric Gifts: A level 15 vampire has 4 lesser and 3 greater vampiric gifts</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>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. </p><p>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. </p><p>Immunities (Ex): These ancient vampires are immune to acid, cold, electricity and fire.</p><p>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. </p><p>Abilities: Str +36, Dex +24, Int +22, Wis +22, Cha +32</p><p>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. </p><p>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)</p><p></p><p></p><p>Vampire Weaknesses</p><p></p><p>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.</p><p></p><p>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. </p><p>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. </p><p></p><p>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. </p><p>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.</p><p>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.</p><p></p><p>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.</p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p></p><p>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. </p><p></p><p></p><p>Table of Blood Hunger</p><p></p><p>Vampiric Level Max. Time between blood</p><p>1 1 Day</p><p>2 2 Days</p><p>3 1 Week</p><p>4 2 Weeks</p><p>5 1 Month</p><p>6 2 Months</p><p>7 3 Months</p><p>8 6 Months</p><p>9 1 Year</p><p>10 2 Years</p><p>11 5 Years</p><p>12 25 Years</p><p>13 100 Years</p><p>14 250 Years</p><p>15 1000 Years</p><p></p><p>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.</p><p>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. </p><p></p><p>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. </p><p></p><p></p><p> </p><p></p><p></p><p></p><p></p><p><strong>VAMPIRIC LEVELS</strong></p></blockquote><p></p>
[QUOTE="Clay_More, post: 607420, member: 9813"] 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. [B]VAMPIRIC LEVELS[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Vampires of Balmortis - PC's as vampires
Top