The Vampire Files: Vampire Racial Classes
LESSER VAMPIRE
BASIC RACIAL CLASS
The lesser vampire is the neonate, the foot soldier, and the typical vampiric being. All vampires start their unlife as a lesser vampire. The lesser vampire forms the foundation of the symbiotic relationship between a mortal host and the fiendish soul. They are still somewhat bound to their mortal shell and the powers of their fiendish soul tend to reinforce or enhance their physical attributes. While a select few vampires may be able to evolve into a higher form of vampire, the majority of vampiric kind are the lesser vampire type.
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[SIZE=1]TABLE : LESSER VAMPIRE
Level BaB Fort Ref Will Special Def Rep
1 +0 +0 +0 +0 Vampiric Visage, Fiendish Essence +0 +0
2 +1 +0 +1 +0 Trait +1 +0
3 +2 +0 +2 +0 Fiendish Essence (Quality and Defect) +1 +1
4 +3 +1 +2 +1 Trait +1 +1
5 +3 +1 +2 +1 Fiendish Essence (Quality and Defect) +2 +1
6 +4 +1 +3 +1 Trait +2 +2
7 +5 +2 +3 +2 Fiendish Essence (Quality and Defect) +2 +2
8 +6/+1 +2 +4 +2 Trait +3 +2
9 +6/+1 +2 +4 +2 Fiendish Essence (Quality and Defect) +3 +3
10 +7/+2 +3 +4 +3 Trait +3 +3[/SIZE]
EXAMPLES OF LESSER VAMPIRES
Newly turned fledgling vampires, vampire minions, vampiric thralls of an evolved vampire, and fleshbound vampires that hold the more physical abilities in higher regard than the more mystic powers of a vampire mythos all fall into the category of a Lesser vampire.
GAME RULE INFORMATION
Lesser vampire have the following game statistics.
HIT DIE
Lesser vampire gain 1d8 hit points per level. The character's Constitution modifier applies. The character also adds his vampire class levels to his hit points. A 1st level Lesser vampire receives hit points equal to 9 plus the character's Constitution modifier.
ACTION POINTS
Lesser vampire do not receive action points when they attain a level in this class. Furthermore, any action points attained prior to becoming a vampire are lost.
CLASS SKILLS
The Lesser vampire's class skills are as follows.
Climb(Str), Concentration(Con), Intimidate(Cha), Knowledge (current events, popular culture, current events)(Int), Profession(Wis), Read/Write Language(none), Speak Language(none), Spot(Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points Each Additional Level: 3 + Int modifier
STARTING FEATS
In addition to the two feats all characters get at first level, a Lesser malakim begins play with the either the Archaic Weapons feat or the Simple Weapons feat.
CLASS FEATURES
All if the following are class features of the Lesser vampire.
VAMPIRIC VISAGE
Upon becoming a vampire, the lesser vampire learns to manifest the fienish soul within him. The vampire's face becomes rigid, demonic, and terrible to behold. The vampire's fangs grow and their eye's burn with a profane fire. This visage is required in order for a vampire to feed and manifest any of his vampirc powers and talents.
This vampiric visage carries several advantages and disadvantages. When the vampiric visage is manifested the vampire is granted the use of the dodge feat and is granted a +2 profane bonus to both their Strength and Dexterity. The visage may also cause fear in those he behold it (DC: 12, Fear effect). The disadvantages are that the vampire will take double damage from sunlight, UV rays, holy water, and holy items; natural animals can become hostile or terrified towards the vampire attacking or fleeing, which can bring unwanted attention to the vampire; the vampire's aura becomes very easy to detect (usually granting a +6 bonus to those attempting to detect vampires); and holy symbols become more effective (-6 will save against holy symbols and cannot suppress their vampiric visage in the presence if they fail the initial will save).
It takes a move-equivelant action to manifest the vampiric visage. It takes a move-equivelant action and costs a Constitution point to suppress the visage once manifested. A vampire that has come in contact with direct sunlight, direct UV light, a holy item, holy water, silver, or any material that they are susceptable to will automatically revert to their vampiric visage with their next move-equivelant action.
FIENDISH ESSENCE
Within the heart of every vampire lies a dark shard of an ancient fiendish soul. This essence is the where the unlife and powers of the vampire resides. It is this fiensh soul that empowers the vampire and it is also the cause of the vampire's weaknesses.
Vampires are Dual-Type creatures. They are considered to be both an outsider and undead. Vampires, like other outsiders, cannot be raised from the dead. Vampires, unlike normal undead, are still susceptible to poison, sleep, paralysis, stunning, disease, and mind-affecthing effects as well as critical hits, nonlethal damage, and massive damage. Vampires retain immunity to necromantic spells and spell-like effects and are healed instead of damaged by negative energy attacks (such as Inflict spells).
ADVANTAGES
Vampires can see in the dark up to 60 feet. Darkvision allows sight in black and white only, but is otherwise the same as normal vision, and a vampire can function without any light source. The eyes of a vampire using darkvision flare with supernatural energy.
The vampire ignores the first 2 points of damage dealt by a non-silver weapon. A vampire instantly heals mundane damage from a non-silver source as his fiendish soul infuses the wound with negative energy.
Vampires gain a +2 species bonus on saves against poison, sleep, paralysis, stunning, disease, and mind-affecthing effects. Additionally, they gain a racial bonus to all Fortitude saves equal to 1 plus their vampire class levels.
The dual-type of a vampire grants him +4 resistance to all turn attempts.
WEAKNESSES
The fiendish essence that empowers the vampire also causes him to be affected by any spells, abilities and effects that target creatures with an allegiance of evil. However, vampires are not required to take evil as an allegiance.
The vampire's fiendish essence is not of the mortal world and thus is not welcomed in the residence of a living mortal. The vampire may not enter the home of a living being without an invitation from a resident.
The fiendish essence found within a vampire is one of pure darkness. The mere presence of UV light or sunlight near them can cause a demoralizing effect them causing a -1 penalty to all actions. Direct UV light, and thus direct sunlight, have an adverse affect on the vampire's very nature. For each round a vampire is exposed to direct UV light or sunlight they take 2d6 points of damage. This can be reduced by cover and concealment as per the Table 1-2: UV and Sunlight Reduction. Direct UV light and sunlight also have a demoralizing effect on vampires causing them to make all actions at a -2 penalty. If a vampire takes damage equal to his massive damage threshold or is brought to 0 hit points or less from consective rounds of exposure, the vampire is immolated and destroyed instantly.
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[SIZE=1]TABLE 1-2: UV and Sunlight Reduction
Degree of Cover/Concealment Reduced Damage from Direct UV/Sunlight
One-half (a blanket or coat draped over head) 1d8
Three-quarters(hooded cloak or large shade tree) 1d6
Nine-tenths (full body suit w/ UV sheilded helmet) 1d4[/SIZE]
The vampire's heart holds the fiendish essence that empowers them. This means their heart is a vulnerable spot on a vampire. A wooden stake or a silver weapon thrust into its heart can destroy it instantly. A heart piercing strike requires a full-round action to aim with a melee weapon (a crossbow or bow may be used if attacker is adjacent to the vampire). This attack draws an attack of opportunity from the defender and any threatening foes. The attack itself is at a -4 penalty; if this attack succeeds, the vampire take normal damage. If the damage dealt is greater than the vampire's massive damage threshold or drops the vampire to 0 hit points or below, the vampire is destroyed instantly.
Vampires burn blood as a fuel source for their fienish essence and the power it grants. This is represented by the essence itself draining 1d3 points of Constitution from the vampire each dawn. Lost points of Constitution can only be regained through feeding (see Blood: The Vampiric Physiology).
A vampire's reflection cannot be seen in a mirror or other mirror-like surface. This is an easy method of determining a vampire's nature.
QUALITIES AND DEFECTS
In addition to the advantages and weaknesses listed above the vampire must select a Fiendish Trait and Defect at 3rd level, 5th level, 7th level, and 9th level.
Fiendish Qualities
- Cold Resistance 5 (This trait may be taken multiple times)
- Electricity Resistance 5 (This trait may be taken multiple times)
- Lightning Reflexes Feat
- Improved Initiative Feat
- Alertness Feat
- Enhanced Senses: +2 Spot and Listen skill-checks. (This trait may be taken multiple times)
- Enhanced Stealth: +2 Hide and Move Silently skill-checks. (This trait may be taken multiple times)
- The Scent special quality as described in Chapter 8: Friends and Foes of the d20 Modern Core Rulebook.
Fiendish Defects
- Reflective Fear: Anytime the vampire is in the presence of a mirror or mirror-like surface a creeping fear overcomes them causing a -2 penalty to all actions.
- Running Water has a drastic affect on the vampire. He is unable to cross naturally running water by his own will. If he is forced to cross or is submerged within naturally running water (a rain gutter or magically running water do not count) the vampire enters a comatose state for 1d3 hours.
- The vampire is repelled by garlic. The vampire must make a Will save (DC 15) in order to move within 5 feet of a clove of garlic. The presence of garlic cause a -2 penalty to all actions of the vampire.
- The vampire has an intense fear of fire and flames. They must make a Will save (DC 20) in presence fire or flee from it per the Cause Fear spell.
- The vampire has an intense fear of sunlight. They must make a Will save (DC 20) in the presence of direct sunlight or flee from it per the Cause Fear spell.
- The vampire is damaged by natural water such as a lake, river, stream or even rain. This deals 1d2 points of damage each round of exposure.
- The vampire is bound to the coffin and ground it was buried in. It must rest in its original coffin and the dirt in which it was buried or the vampire's fiendish essence will burn double the amount of Constitution at dawn.
- The vampire cannot enter holy or consecrated ground of is own free will or by force.
Traits
At 2nd, 4th, 6th, 8th, and 10th level, he Lesser vampire selects a trait from the following trait trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the vampire qualifies, he can select freely from any and all trait trees. No trait can be selected more than once unless expressly indicated.
Activating a Lesser vampire trait is a free action and are considered to be supernatural abilities. This talents may only be used when the vampire manifests his fiendish visage.
Blood of the Arachnid
Your fiendish soul grants you abilities akin to that of a spider.
Arachnid Balance: The vampire gains the balance of a spider which grants a +2 racial bonus balance, climb, and jump checks.
Arachnid Leap: The vampire can spend one point of Vampiric Blood to make your next jump check without needing to move 20 feet. In addition, the vampire gains a +20 racial bonus to the jump check when using this talent.
Prerequisite: Arachnid balance.
Hands of the Arachnid: The vampire can spend one point of Vampiric Blood to gain a climb speed of 10 feet and does not need to make a Climb check to scale a surface. This ability also provides the vampire a +5 synergy bonus to catch himself while falling per the Climb skill for one round.
Prerequisite: Arachnid balance.
Improved Hands of the Arachnid: The vampire gains an addition climb speed of 10 feet and an additional +5 synergy bonus to catch himself while falling when using the hands of the arachnid talent (20 feet movement and +10 bonus total).
Prerequisite: Arachnid balance, hands of the arachnid.
Body of Undeath
The body of a vampire is composed of dead flesh that is preserved and imbued with the negative energy of its fiendish soul. This infusion grants the body extraordiniary resitances and recooperative power.
Undead Fortitude: The vampire gains a +4 bonus to all Constitution-based skill checks and a +2 bonus to all Fortitude saves.
Dead Skin: The vampire may spend a point of Vampiric Blood to increase his damage reduction by 3 points for one round. The vampire ignores the first 5 points of damage dealt by a non-silver weapon.
Prerequisites: Undead fortitude.
Improved Dead Skin: The vampire's damage reduction increases by an additional 3 points when using the dead skin talent. The vampire ignores the first 8 points of damage dealt by a non-silver weapon.
Prerequisites: Undead fortitude, dead skin.
Necrotic Rejuvenation: The vampire gains fast healing that heals one hit point worth of damage each round as long as the vampire has at least one hit point remaining. This fast healing cannot heal damage done by fire, holy items, holy water, silver, or sunlight.
Prerequisites: Undead fortitude.
Improved Necrotic Rejuvenation: The fast healing granted by necrotic rejuvenation is increased to two hit points each round.
Prerequisites: Undead fortitude, necrotic rejuvenation.
Advanced Necrotic Rejuvenation: The fast healing granted by necrotic rejuvenation and improved necrotic rejuvenation is increased to three hit points each round and also allows the vampire to regenerate lost limbs in a matter of days.
Prerequisites: Undead fortitude, necrotic rejuvenation, improved necrotic rejuvenation.
Claws of the Beast
The fiendish soul sometimes carries a more beast-like nature along with it. This nature usually manifests in the form of a set of natural claws.
Claws of the Beast: The vampire gains a set of claws as natural weapons. These claws deal 1d6 points of damage, threaten a critical hit on a natural roll of 20, and deal double damage on a successful critical hit. These claws are considered to be equivelant to silver in regards to hitting a creature with damage reduction.
Claw Mastery: The vampire gains instinctual mastery of his claws granting a +2 bonus to their damage.
Prerequisite: Claws of the beast.
Razor Edge Claws: The vampire's claws gain an razer sharp keen which allows them to threaten a critical hit on 19 or 20.
Prerequisite: Claws of the beast, claw mastery, razor edge claws.
Speed of Night
Supernatural speed is another quality that a fiendish soul can grant a vampire.
Speed of Night: The vampire can spend a point of Vampiric Blood to gain an additional 20 feet added to his movement for one round.
Improved Speed of Night: The vampire gains an additional 20 feet of movement when using the speed of night talent (40 feet total).
Prerequisite: Speed of night.
Combat Quickness: The vampire can spend a point of Vampiric Blood to gain a +2 dodge bonus to defense for one round.
Prerequisites: Speed of night.
Improved Combat Quickness: The vampire gains a single extra attack action when using the combat quickness talent.
Prerequisites: Speed of night, combat quickness.
Quickened Reaction: The vampire gains a +2 racial bonus to initiative rolls.
Prerequisites: Speed of night.
Strength of Darkness
The body of a vampire is often granted supernatural strength from his fiendish soul.
Fiendish Strength: The vampire gains a +4 racial bonus to all Strength checks, Strength-based skills checks, and grapple checks. Furthermore, the vampire is considered to be one size category when determining carrying capacity.
Fienish Powerhouse: The vampire can spend a point of Vampiric Blood to gain a +2 profane bonus to Strength. This ability lasts for 1 minute per Vampiric Blood point spent.
Prerequisites: Fiendish strength.
Improved Fiendish Powerhouse: The vampire gains an additional +2 profane bonus to Strength when using the fiendish powerhouse talent (+4 total).
Prerequisites: Fiendish strength, fiendish powerhouse.