Things from my setting

Obly99

Adventurer
When you want to play the summoner for its Eidolon but don't want to swarm the initiative and the game board with too many summons and get killed by your party and the DM

Eidolon Master (summoner and unchained summoner)

This sect of summoners has forgone the study of the simple summon arts in order to focus wholly on improving his eidolon. Eidolon masters are rarely seen outside the company of their eidolons, and will often refuse to go anywhere their eidolon is not welcome.

Lesser Summon
The eidolon master looks only at his eidolon and has no time for other, weaker, summons. The eidolon master does not have conjuration (summoning) spells on his summoner spell list except for spells that go on his eidolon such as summon eidolon. An eidolon master cast one fewer spell per day of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Charisma score grants his bonus spells of that level. This ability alters the summoner’s spellcasting.

Improved Eidolon (Su)
At 1st level, and again at each level beyond 1st, the eidolon master’s eidolon gains an additional evolution point. In addition the eidolon is not automatically banished if the summoner is unconscious or asleep and it recovers 1 hit point per Hit Dice when it receives at least 8 hours of rest. The eidolon must be summoned in order for this ability to have any effect. An eidolon master can summon his eidolon in a ritual that takes 1 full round to perform and provoke an attack of opportunity. The Eidolon's Hit Dice are equal to the Eidolon Master's class level. The total armor and natural armor bonus possessed by the Eidolon is equal to its Hit Dice. The Strength and Dexterity bonuses are equal to one-half its hit dice. The Eidolon's maximum number of attacks is three at 1st level, increases to four at 4th level, and then increases again every four levels afterwards. The Eidolon has six skill points plus Intelligence modifier for every hit die it has, gains one feat at each odd-numbered hit die, just like a normal Summoner's Eidolon. It gains one ability score increase for every four hit dice. Other abilities, such as share spells, evasion, and multiattack, are gained at the same levels as a normal Summoner's Eidolon would gain them. This alter Eidolon and replace all instances of summon monster and gate.

Bond Senses (Su)
The eidolon master can use the Bond Senses ability for one minute per class level, divided up into one-minute increments.

Empowered Eidolon (Su)
Beginning at 4th level, the eidolon master eidolon gains a +2 enhancement bonus to each of its ability scores, +1 resistance bonus to saving throw and his natural attacks gain +1 enhancement bonus.

Shield Ally (Ex)
The eidolon master shield ally bonus increases to +3.

Maker's Call (Su)
The eidolon master maker's call ability can be used once per day at 6th level, plus once per day for every two levels thereafter.

Aspect (Su)
The eidolon master gains this ability at 7th level. At 11th level, they may acquire up to four points' worth of evolutions, costing two points from the Eidolon's evolution pool for every three points' worth of evolutions gained by the Eidolon Master (rounded up to the nearest whole point). At 15th level, they may acquire up to six points' worth of evolutions, costing one point from the evolution pool for every two points' worth of evolutions gained by the Eidolon Master (rounded up). At 19th level, they may acquire up to eight points' worth of evolutions, costing one point from the evolution pool for every two points of evolutions gained by the Eidolon Master (rounded up).

Toughened Eidolon (Su)
Beginning at 7th level, the eidolon master’s eidolon gains 2 additional Hit Dice. This ability may grant the eidolon additional base attack bonus, base saving throw bonuses, skill points, feats and ability score increases, but doesn’t affect the eidolon’s armor bonus, maximum attacks, evolution points, or Strength or Dexterity adjustment.

Resistant Eidolon (Su)
Beginning at 10th level, the eidolon master’s eidolon cannot be banished back to his home plane by effect with less than four more caster levels than summoner levels of the eidolon master (ex: for banish the eidolon of an eidolon master of 10th the effect must be at lest at caster level 14). The eidolon gains a +4 enhancement bonus to each of its ability scores, +3 resistance bonus to saving throw and his natural attacks gain +3 enhancement bonus. Summoning the eidolon is now a standard action that provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 hour is passed with 1 hit point (If the eidolon is dead due to ability damage or ability drain, the ability score in question is restored to 1. If the eidolon is dead due to negative level, the eidolon return with a number of negative level equal to it’s HD-1).

Greater Shield Ally (Su)
The eidolon master greater shield ally bonus increases to +6 if the creature gaining the bonus is the eidolon master, or +3 if it is not.

Heal Eidolon (Sp)
Beginning at 13th level, the eidolon master gains the ability to heal his eidolon. Three times per day, the eidolon master can use heal as a spell-like ability targeting his eidolon. Unlike other spell-like abilities, this ability only functions when targeting his eidolon.

Greater Resistant Eidolon (Su)
Beginning at 14th level, the eidolon master’s eidolon ignore the effect of antimagic field but only for the part that makes summoned creatures disappear (the Su of the eidolon still do not function within it).

Enhanced Eidolon (Su)
Beginning at 16th level, the eidolon master’s eidolon gains a +6 enhancement bonus to each of its ability scores, +4 armor bonus, +5 resistance bonus to saving throw and his natural attacks gain +5 enhancement bonus. Summoning the eidolon is now a move action that not provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 minute is passed with 1 hit point.
 
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Obly99

Adventurer
Today i will bring an NPC from my campain. Based on the Pure Drow of dante58701 (Monster Revisions) and my Houndsman, here is Naerinidia Arkenett.
Pure Drow

Racial Traits

Ability Score Modifiers:


Female: +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma

Male: -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma

Type: Humanoid (elf) .

Size: Medium size.

Base Speed: Pure Drow base land speed is 30 feet (40 if female).

Weapon Familiarity: Pure Drow are proficient with the hand crossbow, rapier, and shortsword and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Pure Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Detect Black Blood (Ex):
A pure drow is familiar with black blood-ridden sections of the Darklands, mainly the vault of Orb. It can immediately tell if it is in an area affected by black blood.

Immunities: Pure Drow are immune to sleep effects effects and gain a +2 racial bonus on saving throws against enchantment spells and effects and on Will save against all spells and spell-like abilities. This bonus stack for a total of +4 for enchantment spells that give a Will save.

Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.

Keen Senses: Pure Drow gain a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, and a +8 racial bonus on Stealth check (they may also take a 10 on Stealth checks even when rushed or threatened). A pure drow who merely passes within 5 feet of a secret or concealed door is entitled ta Perception check to notice it as if he were actively looking for the door.

Magical Racial Traits
Spell-Like Abilities (Sp):
Pure Drow can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A pure drow can also cast clairaudience/clairvoyance, divine favor, discern lies, dispel magic, and suggestion once per day each. A pure drow’s caster level for her spell-like abilities is equal to her character level.

Offense Racial Traits
Poison Use:
Pure Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Senses Racial Traits
Stonecunning (Ex):
This ability grants a pure drow a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A pure drow who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a pure drow can use the Disable Device skill to disable magic stonework traps as if she has trapfinding. A pure drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Superior Darkvision: Pure Drow has darkvision out to 180 feet. A pure drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually magical radiances, although it does not decipher these radiances for them.

Feats Racial Traits
A Pure Drow with a Dexterity of 15 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 15 (Improved Two-Weapon Fighting for 17 Dexterity, Greater Two-Weapon Fighting for 19 Dexterity). All other prerequisites for these bonus feats must be met (the pure drow only gains Improved Two-Weapon Fighting at +6 BaB, even if she has 17 Dexterity at level 1st).

Weakness Racial Traits
Light Blindness:
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Table: Pure Drow Random Starting Ages
Adulthood
Simple
Moderate
Complex
110 years​
+4d6​
+6d6​
+10d6​

Table: Pure Drow Aging Effects
Middle Age
Old
Venerable
Maximum Age
700 years​
1052 years​
1400 years​
1400+16d% years​

Table: Pure Drow Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
5' 7"​
+4d6​
90 lb.​
× 1.5 lb.​


Naerinidia Arkenett
Female Pure Drow houndsman 17

NE Medium humanoid (elf)

Init +18; Senses detect black blood, superior darkvision 180 ft., stillsense (30 ft.), stonecunning; Perception +36 (+38 to notice unusual stonework, +52 against creatures)

DEFENSE

AC 53, touch 39, flat-footed 41 (+8 armor, +5 deflection, +8 Dex, +4 houndsman, +5 natural, +1 shield, +8 Wis) +16 to all form of AC against creatures 69, touch 55, flat-footed 57

Without amulet, bracers, or ring AC 35, touch 20, flat-footed 23 (+8 Dex, +4 dodge, +4 houndsman, +1 shield, +8 Wis) +16 to all form of AC against creatures 51, touch 36, flat-footed 39

hp 289 (17d12+85)

Fort +20, Ref +23, Will +23; +2 against enchantment and +2 to Will against spells/spell-like

Defensive Abilities camouflage, freedom of movement, improved evasion, improved uncanny dodge, uncanny dodge; Immune sleep; SR 28

Weaknesses light blindness

OFFENSE

Speed 40 ft., relentless stride

Melee +4 speed kukri +27/+27/+22/+17/+12 (1d4+12/15-20) and +4 phase locking kukri +27/+22/+17 (1d4+12/15-20)

or against creatures +4 speed kukri +43/+43/+37/+32/+27 (1d4+28/15-20) and +4 phase locking kukri +43/+37/+32 (1d4+28/15-20)

or against creatures with smite +4 speed kukri +51/+51/+46/+41/+36 (1d4+45/15-20) and +4 phase locking kukri +51/+46/+41 (1d4+45/15-20)

Ranged +4 phase locking longbow +29/+24/+19/+14 (1d8+4/x3)

or against creatures +45/+40/+35/+30 (1d8+20/x3)

or against creatures with smite +53/+48/+43/+38 (1d8+37/x3)

Special Attacks favored enemy +16 (Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), quarry (+2), smite 6/day (+8 to attack rolls; +17 damage (x2 on first attack against outsider, a dragon, or an undead); +8 deflection bonus to AC), sneak attack +9d6

Spell-Like Abilities (CL 17th, concentration +23)

Constant—detect magic

At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

1/day—clairaudience/clairvoyance, divine favor, discern lies (DC 19), dispel magic, suggestion (DC 18)

Houndsman Spells Prepared (CL 17th; concentration +26)

4th—dimension door, greater invisibility, locate creatures

3rd—deep slumber, false life x2, misdirection

2nd—barkskin, poison (DC 20), protection from energy, spider climb, undetectable alignment

1st—disguise self, feather fall, resist energy x2, obscuring mist, sleep (DC 19)

STATISTICS

Str 14, Dex 26, Con 20, Int 20, Wis 26, Cha 20

Base Atk +17; CMB +19 (+35 against creatures); CMD 51 (67 against creatures)

Feats Combat Expertise, Double SliceB, Double Strike, Greater Two-Weapon FightingB, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon FightingB, Improved Weapon Finess, Quick DrawB, Power Attack, Two-Weapon DefenseB, Two-Weapon Feint, Two-Weapon FightingB, Two-Weapon RendB, Weapon Finess

Skills Acrobatics +28, Bluff +22 (+38 against creatures), Climb +22, Diplomacy +22 (+30 to influence creatures of wildspeak), Intimidate +25, Perception +36 (+38 to notice unusual stonework, +52 against creatures), Spellcraft +25, Stealth +42 (+58 against creatures), Survival +34 (+58 to follow tracks of creatures), Swim +22, Use Magic Device +22; Racial Modifiers +2 racial bonus on Perception checks to notice unusual stonework, +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, +8 racial bonus on Stealth check, +16 to Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival check against creatures, +8 to follow tracks, +8 to Diplomacy to influence creatures of wildspeak, +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival

Languages Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Elven, Undercommon;

SQ adaptive learning, camouflage, combat style feat (two-weapon combat), drow weapons familiarity, hide in plain sight, hunter’s bond (14 HD, 28 skill ranks, 7 bonus feats, +10 natural armor bonus, +5 Str/Dex, +10 competence bonus to attack roll, +9 competence bonus to Fortitude and Reflex and +4 to Will), hunting ground (+6), keen senses, poison use, swift strike, track, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin, earth itself [30 ft. x 30 ft. area])

Gears amulet of natural armor +5, belt of physical perfection +6, boots of fly, bracers of armor +8, cloak of resistance +5, headband of mental perfection +6 (diplomacy, swim, use magic device), ring of freedom of movement, ring of protection +5, +4 speed kukri, +4 phase locking kukri, +4 phase locking longbow
 

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Beefermatic

Adventurer
Today i will bring an NPC from my campain. Based on the Pure Drow of dante58701 (Monster Revisions) and my Houndsman, here is
Naerinidia Arkenett.
Pure Drow

Racial Traits

Ability Score Modifiers:


Female: +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma

Male: -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma

Type: Humanoid (elf) .

Size: Medium size.

Base Speed: Pure Drow base land speed is 30 feet (40 if female).

Weapon Familiarity: Pure Drow are proficient with the hand crossbow, rapier, and shortsword and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Pure Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Detect Black Blood (Ex):
A pure drow is familiar with black blood-ridden sections of the Darklands, mainly the vault of Orb. It can immediately tell if it is in an area affected by black blood.

Immunities: Pure Drow are immune to sleep effects effects and gain a +2 racial bonus on saving throws against enchantment spells and effects and on Will save against all spells and spell-like abilities. This bonus stack for a total of +4 for enchantment spells that give a Will save.

Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.

Keen Senses: Pure Drow gain a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, and a +8 racial bonus on Stealth check (they may also take a 10 on Stealth checks even when rushed or threatened). A pure drow who merely passes within 5 feet of a secret or concealed door is entitled ta Perception check to notice it as if he were actively looking for the door.

Magical Racial Traits
Spell-Like Abilities (Sp):
Pure Drow can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A pure drow can also cast clairaudience/clairvoyance, divine favor, discern lies, dispel magic, and suggestion once per day each. A pure drow’s caster level for her spell-like abilities is equal to her character level.

Offense Racial Traits
Poison Use:
Pure Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Senses Racial Traits
Stonecunning (Ex):
This ability grants a pure drow a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A pure drow who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a pure drow can use the Disable Device skill to disable magic stonework traps as if she has trapfinding. A pure drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Superior Darkvision: Pure Drow has darkvision out to 180 feet. A pure drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually magical radiances, although it does not decipher these radiances for them.

Feats Racial Traits
A Pure Drow with a Dexterity of 15 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 15 (Improved Two-Weapon Fighting for 17 Dexterity, Greater Two-Weapon Fighting for 19 Dexterity). All other prerequisites for these bonus feats must be met (the pure drow only gains Improved Two-Weapon Fighting at +6 BaB, even if she has 17 Dexterity at level 1st).

Weakness Racial Traits
Light Blindness:
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Table: Pure Drow Random Starting Ages
Adulthood
Simple
Moderate
Complex
110 years​
+4d6​
+6d6​
+10d6​

Table: Pure Drow Aging Effects
Middle Age
Old
Venerable
Maximum Age
700 years​
1052 years​
1400 years​
1400+16d% years​

Table: Pure Drow Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
5' 7"​
+4d6​
90 lb.​
× 1.5 lb.​


Naerinidia Arkenett
Female Pure Drow houndsman 17

NE Medium humanoid (elf)

Init +18; Senses detect black blood, superior darkvision 180 ft., stillsense (30 ft.), stonecunning; Perception +36 (+38 to notice unusual stonework, +52 against creatures)

DEFENSE

AC 53, touch 39, flat-footed 41 (+8 armor, +5 deflection, +8 Dex, +4 houndsman, +5 natural, +1 shield, +8 Wis) +16 to all form of AC against creatures 69, touch 55, flat-footed 57

Without amulet, bracers, or ring AC 35, touch 20, flat-footed 23 (+8 Dex, +4 dodge, +4 houndsman, +1 shield, +8 Wis) +16 to all form of AC against creatures 51, touch 36, flat-footed 39

hp 289 (17d12+85)

Fort +20, Ref +23, Will +23; +2 against enchantment and +2 to Will against spells/spell-like

Defensive Abilities camouflage, freedom of movement, improved evasion, improved uncanny dodge, uncanny dodge; Immune sleep; SR 28

Weaknesses light blindness

OFFENSE

Speed 40 ft., relentless stride

Melee +4 speed kukri +27/+27/+22/+17/+12 (1d4+12/15-20) and +4 phase locking kukri +27/+22/+17 (1d4+12/15-20)

or against creatures +4 speed kukri +43/+43/+37/+32/+27 (1d4+28/15-20) and +4 phase locking kukri +43/+37/+32 (1d4+28/15-20)

or against creatures with smite +4 speed kukri +51/+51/+46/+41/+36 (1d4+45/15-20) and +4 phase locking kukri +51/+46/+41 (1d4+45/15-20)

Ranged +4 phase locking longbow +29/+24/+19/+14 (1d8+4/x3)

or against creatures +45/+40/+35/+30 (1d8+20/x3)

or against creatures with smite +53/+48/+43/+38 (1d8+37/x3)

Special Attacks favored enemy +16 (Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), quarry (+2), smite 6/day (+8 to attack rolls; +17 damage (x2 on first attack against outsider, a dragon, or an undead); +8 deflection bonus to AC), sneak attack +9d6

Spell-Like Abilities (CL 17th, concentration +23)

Constant—detect magic

At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

1/day—clairaudience/clairvoyance, divine favor, discern lies (DC 19), dispel magic, suggestion (DC 18)

Houndsman Spells Prepared (CL 17th; concentration +26)

4th—dimension door, greater invisibility, locate creatures

3rd—deep slumber, false life x2, misdirection

2nd—barkskin, poison (DC 20), protection from energy, spider climb, undetectable alignment

1st—disguise self, feather fall, resist energy x2, obscuring mist, sleep (DC 19)

STATISTICS

Str 14, Dex 26, Con 20, Int 20, Wis 26, Cha 20

Base Atk +17; CMB +19 (+35 against creatures); CMD 51 (67 against creatures)

Feats Combat Expertise, Double SliceB, Double Strike, Greater Two-Weapon FightingB, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon FightingB, Improved Weapon Finess, Quick DrawB, Power Attack, Two-Weapon DefenseB, Two-Weapon Feint, Two-Weapon FightingB, Two-Weapon RendB, Weapon Finess

Skills Acrobatics +28, Bluff +22 (+38 against creatures), Climb +22, Diplomacy +22 (+30 to influence creatures of wildspeak), Intimidate +25, Perception +36 (+38 to notice unusual stonework, +52 against creatures), Spellcraft +25, Stealth +42 (+58 against creatures), Survival +34 (+58 to follow tracks of creatures), Swim +22, Use Magic Device +22; Racial Modifiers +2 racial bonus on Perception checks to notice unusual stonework, +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, +8 racial bonus on Stealth check, +16 to Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival check against creatures, +8 to follow tracks, +8 to Diplomacy to influence creatures of wildspeak, +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival

Languages Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Elven, Undercommon;

SQ adaptive learning, camouflage, combat style feat (two-weapon combat), drow weapons familiarity, hide in plain sight, hunter’s bond (14 HD, 28 skill ranks, 7 bonus feats, +10 natural armor bonus, +5 Str/Dex, +10 competence bonus to attack roll, +9 competence bonus to Fortitude and Reflex and +4 to Will), hunting ground (+6), keen senses, poison use, swift strike, track, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin, earth itself [30 ft. x 30 ft. area])

Gears amulet of natural armor +5, belt of physical perfection +6, boots of fly, bracers of armor +8, cloak of resistance +5, headband of mental perfection +6 (diplomacy, swim, use magic device), ring of freedom of movement, ring of protection +5, +4 speed kukri, +4 phase locking kukri, +4 phase locking longbow
Nice that's rad. This kind of reminds me of a Drow Eladrin.

The houndsman you adapted from my houndsman class first posted on Ozma's stat block right? I don't think I actually posted the class fully yet have I?
 

Obly99

Adventurer
Nice that's rad. This kind of reminds me of a Drow Eladrin.

The houndsman you adapted from my houndsman class first posted on Ozma's stat block right? I don't think I actually posted the class fully yet have I?
Yes, this is my version of the Houndsman. You only posted idea and concept of your Houndsman.
 




Bootlebat

Explorer
Today i will bring an NPC from my campain. Based on the Pure Drow of dante58701 (Monster Revisions) and my Houndsman, here is Naerinidia Arkenett.
Pure Drow

Racial Traits

Ability Score Modifiers:


Female: +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma

Male: -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma

Type: Humanoid (elf) .

Size: Medium size.

Base Speed: Pure Drow base land speed is 30 feet (40 if female).

Weapon Familiarity: Pure Drow are proficient with the hand crossbow, rapier, and shortsword and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Pure Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Detect Black Blood (Ex):
A pure drow is familiar with black blood-ridden sections of the Darklands, mainly the vault of Orb. It can immediately tell if it is in an area affected by black blood.

Immunities: Pure Drow are immune to sleep effects effects and gain a +2 racial bonus on saving throws against enchantment spells and effects and on Will save against all spells and spell-like abilities. This bonus stack for a total of +4 for enchantment spells that give a Will save.

Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.

Keen Senses: Pure Drow gain a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, and a +8 racial bonus on Stealth check (they may also take a 10 on Stealth checks even when rushed or threatened). A pure drow who merely passes within 5 feet of a secret or concealed door is entitled ta Perception check to notice it as if he were actively looking for the door.

Magical Racial Traits
Spell-Like Abilities (Sp):
Pure Drow can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A pure drow can also cast clairaudience/clairvoyance, divine favor, discern lies, dispel magic, and suggestion once per day each. A pure drow’s caster level for her spell-like abilities is equal to her character level.

Offense Racial Traits
Poison Use:
Pure Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Senses Racial Traits
Stonecunning (Ex):
This ability grants a pure drow a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A pure drow who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a pure drow can use the Disable Device skill to disable magic stonework traps as if she has trapfinding. A pure drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Superior Darkvision: Pure Drow has darkvision out to 180 feet. A pure drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually magical radiances, although it does not decipher these radiances for them.

Feats Racial Traits
A Pure Drow with a Dexterity of 15 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 15 (Improved Two-Weapon Fighting for 17 Dexterity, Greater Two-Weapon Fighting for 19 Dexterity). All other prerequisites for these bonus feats must be met (the pure drow only gains Improved Two-Weapon Fighting at +6 BaB, even if she has 17 Dexterity at level 1st).

Weakness Racial Traits
Light Blindness:
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Table: Pure Drow Random Starting Ages
Adulthood
Simple
Moderate
Complex
110 years​
+4d6​
+6d6​
+10d6​

Table: Pure Drow Aging Effects
Middle Age
Old
Venerable
Maximum Age
700 years​
1052 years​
1400 years​
1400+16d% years​

Table: Pure Drow Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
5' 7"​
+4d6​
90 lb.​
× 1.5 lb.​


Naerinidia Arkenett
Female Pure Drow houndsman 17

NE Medium humanoid (elf)

Init +18; Senses detect black blood, superior darkvision 180 ft., stillsense (30 ft.), stonecunning; Perception +36 (+38 to notice unusual stonework, +52 against creatures)

DEFENSE

AC 53, touch 39, flat-footed 41 (+8 armor, +5 deflection, +8 Dex, +4 houndsman, +5 natural, +1 shield, +8 Wis) +16 to all form of AC against creatures 69, touch 55, flat-footed 57

Without amulet, bracers, or ring AC 35, touch 20, flat-footed 23 (+8 Dex, +4 dodge, +4 houndsman, +1 shield, +8 Wis) +16 to all form of AC against creatures 51, touch 36, flat-footed 39

hp 289 (17d12+85)

Fort +20, Ref +23, Will +23; +2 against enchantment and +2 to Will against spells/spell-like

Defensive Abilities camouflage, freedom of movement, improved evasion, improved uncanny dodge, uncanny dodge; Immune sleep; SR 28

Weaknesses light blindness

OFFENSE

Speed 40 ft., relentless stride

Melee +4 speed kukri +27/+27/+22/+17/+12 (1d4+12/15-20) and +4 phase locking kukri +27/+22/+17 (1d4+12/15-20)

or against creatures +4 speed kukri +43/+43/+37/+32/+27 (1d4+28/15-20) and +4 phase locking kukri +43/+37/+32 (1d4+28/15-20)

or against creatures with smite +4 speed kukri +51/+51/+46/+41/+36 (1d4+45/15-20) and +4 phase locking kukri +51/+46/+41 (1d4+45/15-20)

Ranged +4 phase locking longbow +29/+24/+19/+14 (1d8+4/x3)

or against creatures +45/+40/+35/+30 (1d8+20/x3)

or against creatures with smite +53/+48/+43/+38 (1d8+37/x3)

Special Attacks favored enemy +16 (Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), quarry (+2), smite 6/day (+8 to attack rolls; +17 damage (x2 on first attack against outsider, a dragon, or an undead); +8 deflection bonus to AC), sneak attack +9d6

Spell-Like Abilities (CL 17th, concentration +23)

Constant—detect magic

At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

1/day—clairaudience/clairvoyance, divine favor, discern lies (DC 19), dispel magic, suggestion (DC 18)

Houndsman Spells Prepared (CL 17th; concentration +26)

4th—dimension door, greater invisibility, locate creatures

3rd—deep slumber, false life x2, misdirection

2nd—barkskin, poison (DC 20), protection from energy, spider climb, undetectable alignment

1st—disguise self, feather fall, resist energy x2, obscuring mist, sleep (DC 19)

STATISTICS

Str 14, Dex 26, Con 20, Int 20, Wis 26, Cha 20

Base Atk +17; CMB +19 (+35 against creatures); CMD 51 (67 against creatures)

Feats Combat Expertise, Double SliceB, Double Strike, Greater Two-Weapon FightingB, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon FightingB, Improved Weapon Finess, Quick DrawB, Power Attack, Two-Weapon DefenseB, Two-Weapon Feint, Two-Weapon FightingB, Two-Weapon RendB, Weapon Finess

Skills Acrobatics +28, Bluff +22 (+38 against creatures), Climb +22, Diplomacy +22 (+30 to influence creatures of wildspeak), Intimidate +25, Perception +36 (+38 to notice unusual stonework, +52 against creatures), Spellcraft +25, Stealth +42 (+58 against creatures), Survival +34 (+58 to follow tracks of creatures), Swim +22, Use Magic Device +22; Racial Modifiers +2 racial bonus on Perception checks to notice unusual stonework, +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, +8 racial bonus on Stealth check, +16 to Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival check against creatures, +8 to follow tracks, +8 to Diplomacy to influence creatures of wildspeak, +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival

Languages Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Elven, Undercommon;

SQ adaptive learning, camouflage, combat style feat (two-weapon combat), drow weapons familiarity, hide in plain sight, hunter’s bond (14 HD, 28 skill ranks, 7 bonus feats, +10 natural armor bonus, +5 Str/Dex, +10 competence bonus to attack roll, +9 competence bonus to Fortitude and Reflex and +4 to Will), hunting ground (+6), keen senses, poison use, swift strike, track, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin, earth itself [30 ft. x 30 ft. area])

Gears amulet of natural armor +5, belt of physical perfection +6, boots of fly, bracers of armor +8, cloak of resistance +5, headband of mental perfection +6 (diplomacy, swim, use magic device), ring of freedom of movement, ring of protection +5, +4 speed kukri, +4 phase locking kukri, +4 phase locking longbow
I like it! 2 questions:
1. How are they any more "pure" than normal drow?
2. Why are they so sexually dimorphic (i.e the males and females get completely different ability modifiers?)
 

Obly99

Adventurer
I like it! 2 questions:
1. How are they any more "pure" than normal drow?
2. Why are they so sexually dimorphic (i.e the males and females get completely different ability modifiers?)
1) they are the original drow generated by the impulse of Rovagug (Drow - PathfinderWiki) "When Earthfall struck, the Darklands were shaken by tremendous tremors, strong enough to briefly wake Rovagug, the god of destruction who had been imprisoned far below during the Age of Creation. As his wakened mind reached out, it touched the cave where the elves had sequestered themselves, and mixed with the Darklands' strange radiations and the elves' own feelings of betrayal and anger. It transformed them, turning their hair white and skin dark, and replaced the race's natural tendencies towards independence and good with Rovagug's evil; these elves became the first generation of drow."
2) because in the drow society, males and females are profoundly different and separate
 
Last edited:

Obly99

Adventurer
Cosmic Healer (PC)
originally from this post: A Tournament of Cosmic Propotions! (Immortal's Handbook Rules) I reworked the class
There are some unique individuals in the Cosmos that know firmly and exactly where they stand on almost every side of the opposition of cosmic forces. There are those that will almost always choose Virtue over Sin, Light over Darkness, Charity over Wealth, Community over Travel, Forgiveness over Revenge, Peace over War, Good over Evil and would choose to nurture and enhance the Cosmos as best they can. Regardless of which of the Seven Virtues (Seraphim) a Cosmic Healer may embody the most, they always have faith in their path, and faith in themselves and those around them. Though they come from many walks of life, from the magical, to the sublime, to the mundane, and even rarely the psionic adventurers of life have chosen to over-come the odds and become Cosmic Healers, though their case is often the rarest.

This is the way of the Cosmic Healer, and though they emerge only every few millennia, their presence is felt for ages to come. They have faith that their path is the truest and ultimately leads to a state of being one with the Supreme Being, as best they understand him. Cosmic Healers themselves, whatever form they may take, almost always refer to this pursiut of "Enlightenment" or "Unity with The Supreme Being" as Ascension, and all Cosmic Healers believe the path of Ascension is the true path, that all things follow this path to the best of their ability, whether they realize it on a conscious level or not. Most Immortal scholars who have actually Met a Cosmic Healer or knows anything about them would agree that their faith is well-placed. They often rise to great levels of immortality and influence in a half a centrury or less, but almost always have a tragic and climactic ending to their grand tale of Ascension. Immortal Historians sometimes perceive them as Visionaries, Prophets and Honorable Leaders of ages past.

Of the walks of life most common to this class, most Cosmic Healers come from the ranks of Clerics, Paladins, Druids, and other divine spellcasters. More rarely, they can come from more mundane surroundings like a fighter who fights for peace or some other virtuous cause, but over all causes more Good to come into the World, rather than Evil.

BECOMING A COSMIC HEALER

Hit Die: d20

Requirement

To qualify to become a Cosmic Healer, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Adventure: Must undergo an appropriate level adventure equivalent to a portfolio trial of at least two of the following portfolios: Love, Charity, Community, Healing, or Peace.

Alignment: Any Good.

Character Level: 60th.

Divine Rank/Perfection Bonus/Equivalent: At least 8.

Feat: Epic Skill Focus (Heal).

Divine Ability: Divine Skill Focus (Heal).

Portfolio: Double Good.

Special (One of the Following):

–Lay on Hands class feature.

–Ability to spontaneously cast cure spells class feature.

–Channel Positive Energy class feature.

Class Skills

The Cosmic Healer’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st​
+0​
+1​
+0​
+1​
Cosmic Healing, Heart of Gold​
+1 level of existing class​
2nd​
+1​
+1​
+1​
+1​
Savior​
+1 level of existing class​
3rd​
+2​
+2​
+1​
+2​
One With Nature​
+1 level of existing class​
4th​
+3​
+2​
+1​
+2​
Cosmic Intervention​
+1 level of existing class​
5th​
+3​
+3​
+2​
+3​
Glittering Radiance​
+1 level of existing class​
6th​
+4​
+3​
+2​
+3​
One With Divinity​
+1 level of existing class​
7th​
+5​
+4​
+2​
+4​
One With Virtue​
+1 level of existing class​
8th​
+6​
+4​
+3​
+4​
Summon Choir​
+1 level of existing class​
9th​
+6​
+5​
+3​
+5​
Mercy of God​
+1 level of existing class​
10th​
+7​
+5​
+3​
+5​
Cosmic Ascension​
+1 level of existing class​

Class Features
All of the following are class features of the Cosmic Healer.

Weapons and Armor Proficiencies
Cosmic Healers do not gain proficiency with any additional weapons or armor.

Spellcasting
At the indicated levels, a Cosmic Healer gains new spells per day as if she had also gained a level in a spellcasting class to which she belonged before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Cosmic Healer, she must decide to which class she adds the new level for the purposes of determining spells per day.

Cosmic Healing (Su)
At 1st level, the Cosmic Healer gains the Lay on Hands ability as a Paladin of ½ her character level. If she already has the Lay on Hands ability, the paladin level used for calculating its power become equal to her character level. Furthermore, a Cosmic Healer, when cure a creature with Lay on Hands, may renounce "hit points" from this cure to cure or remove other statuses or elements.

2 hp - Blinded, Dazed, Dazzled, Deafened, Fatigued, Shaken, Sickened.

3 hp - 1 point of Ability Damage, Confused, Exhausted, Fascinated, Frightened, Nauseated, Paralyzed, Stunned.

5 hp - 1 point of Ability Drain, Cowering, Insanity, 1 negative level, Panicked, Petrified.

She may renounce to multiple “groups” with a single use of Lay on Hands (eg: If she cure 130 hp, she may remove the Confused, Deafened, Insanity, 4 ability drain, 5 negative levels, 6 ability damage and cure 58 hp).

Heart of Gold (Ex)
The Cosmic Healer is an embodiment of the Good alignment and as such gains a bonus equal to her Cosmic Healer on all saving throws vs. effects (abilities, spells, psionic powers, martial maneuvers, etc.) with the "Evil" descriptor. Unless the Cosmic Healer already had they, she gains the angel [second choir, see below] and good subtypes, grow a pair of angelic wings that give her a fly speed equal to double her higher between her land/burrow/swim speed (perfect maneuverability) and the Sacred Lord ability as a bonus Divine Ability.

Angelic Traits (Second Choir):

• Hit Dice change to d20’s. Maximum hit points per die. Total hit points doubled while on the upper planes (do not stack with hp multiplier of Sidereals or Godly Realm).

• Darkvision out to 1 mile and low-light vision.

• Immunities: Ability damage or drain, acid, cold, disease, energy drain, paralysis, petrification, poison, sleep and stunning. They are immune to mind-affecting effects and death from massive damage.

• Resistance to electricity and fire equal to their Hit Dice (rounded down to the nearest multiple of 5).

• Protective Aura (Su): This aura acts as a quadruple strength magic circle against evil (+8 deflection and +8 resistance bonuses) and a globe of invulnerability for anyone within its area of effect. Both effects have a radius of 100 ft. + 10 ft./Hit Dice of the angel (caster level equals angel’s Hit Dice plus divine bonus). This aura can be dispelled, but the angel can recreate it as a free action on its next turn.

• Spell-like Abilities (Sp): At will - greater teleport, tongues.

Savior (Su)
Beginning at 2nd level, the Cosmic Healer can chose to suffer half or all the damage suffered by an ally within her divine aura. If she chose to suffer all the damage, all the effects that accompanying the attack are suffered by her (like poison, death attack, banishment of the smite good of an antipaladin of 20th if she has the extraplanar subtype, etc.)

One With Nature (Ex)
At 3rd level, a Cosmic Healer recognizes that her place in the natural order of things is to restore balance to the eternal war between Good & Evil. A Cosmic Healer is at peace with herself, with others, and with the world around her. She gains the "Adaptation" ability as an Hyperborean of her HD + 40. Only the purest forces of evil from the lower planes can truly cause her harm, therefore the Cosmic Healer loses access to this ability if she enters a realm in one of the lower planes ruled by a Divine being with a higher divine bonus than her. Furthermore, Elementals, Animals & Immortals with the Nature Portfolio automatically have their starting attitude towards the Cosmic Healer movet to one step better (see the Diplomacy skill).

Cosmic Intervention (Su)
At 4th level the Cosmic Healer automatically turns away the first spell (including epic spells) non-harmless or hostile attack directed at her during a given round of combat, even those she is not aware of or has not noticed. No action is required for use of this ability. The second and subsequent spells cast at her that same round are not turned away. She gains one additional use of this ability per round at 14th level (second spell/attack) and every 10 levels thereafter (third, fourth, etc.).

Glittering Radiance (Su)
At 5th level the Cosmic Healer's aura becomes saturated with a visible, even to mortal eyes, spectrum of Holiness and Light. Anyone attempting to directly attack the Cosmic Healer, even with a targeted spell, must make a Will save DC 10 + ½ Cosmic Healer's character level + Cosmic Healer Charisma modifier or be unable to attack her for 1 round per Cosmic Healer character level, like she is under a sanctuary effect with caster level equal to her character level. If a creature succeed the save, he must repeat it every time he try to attack the Cosmic Healer.

One With Divinity (Va.)
At 6th level, and every ten levels thereafter, the Cosmic Healer gains one of the following Divine Abilities for which she meets the pre-requisites:

Adjuration, Holy [Effect], Convergent Effect, Disheartening Dodge, Divine Champion, Divine Toughness, Iatric [Effect], Improved Damage Reduction (Evil), Perfect Damage Reduction, Rapid Rejuvenation, Regeneration, Sacred Body, Sacred Mind, Sacred Soul, Sacred Spirit, Saviour, Spiritual Ancestry (Archon (if she is LG), Agathion (if she is NG), Azata (if she is CG)), Superior Damage Reduction, Superior Smiting, Vanguard Fortitude, Vanguard Reflexes, Vanguard Will

The Cosmic Healer need not have any of the prerequisites normally required for Vanguard Fortitude/Reflex/Will to select them.

One With Virtue (Su)
The Seven Heavenly Virtues are each embodied by a Seraphim of Heaven. At 7th level the Cosmic Healer's connection with the upper planes is so strong than when she prays for divine intervention, the Seraphim* themselves will answer her call. Once per day as a full round action that provoke attack of opportunity the Cosmic Healer may drop to her knees and pray. If the Cosmic Healer is killer or made unconscious with the attack of opportunity, this ability fail and the daily use is lost. Until the end of this round, a Seraphim is called into combat and may act as it sees fit. It is under no special compulsion to obey the Cosmic Healer, but will vanquish or deal with any evil it sees in the immediate area. The summoned Seraphim acts on the Cosmic Healers' initiative and disappears as soon as that round of combat is over. When called in this way the Seraphim Splendrous Visage ability do not affect a number of creatures equal to the higher mental ability score modifier of the Cosmic Healer (Cosmic Healer choice). At 17th level, and every 10 levels thereafter the Cosmic Healer gains one additional use of this ability per day. This is a conjuration (calling) effect.

*If in the game cosmology the Seraphim are binded in the fabric of reality with the other Sidereals, this ability call a Cherubin. If even they are binded, this ability call 1d4+1 Malakim, 1d3 Kyriotates, or 1 Ophanim (Cosmic Healer choice every time this ability is used) and they remain for 1 minute instead of depart at the end of the round.

Summon Choir (Sp)
Once per day as a standard action the Cosmic Healer may whisper a Prayer and summon an Angel or other outsider with the good subtype whose total Hit Dice is no greater than twice the Cosmic Healer character level. No creature may have a Challenge Rating greater than ½ the Cosmic Healer character level plus her Divine Rank/Perfection Bonus/Equivalent. The summoned creature will obey any command given by the Cosmic Healer, so long as it is not evil in nature, for 1 minute per class level of the Cosmic Healer. The Cosmic Healer gains one additional use of this ability per day every 10 levels after 8th. This is a conjuration (summon) and has an effective spell level equal to ½ the Cosmic Healer character level.

Mercy of God (Va.)
Upon reaching 9th levelm the Cosmic Healer has a beautiful Epiphany and realizes that her very existance is proof of the Good of the Supreme Being. She gains a Cosmic [Effect], except that the divine damage dealt is treated as non-lethal, even to creatures which would normally be immune to non-lethal damage. She also has the option of healing creatures instead of dealing nonlethal damage with the Cosmic [Effect], and the healing done does not use positive energy, rather it uses raw universal power. Therefore, it can be used to "heal" creatures which would normally not be healed by cure spells and the like, such as Undead and Constructs. This ability cannot be used to deal Lethal damage under any circumstances, and other Cosmic [Effect]s that are gained from other sources (i.e. Cosmic Ascension, Inspired Cosmic Abilities, etc.) may stack with this ability, but are met with the same restrictions in that they cannot be used to deal lethal damage.

Cosmic Ascension (Va.)
Upon reaching 10th level, and every 30 levels thereafter, the Cosmic Healer may gain a Cosmic Ability for which he meets the pre-requisites from the following list:
Abrogate, Good Messiah, Authority, Cogency, Cosmic [Effect] (may Stack With Mercy of God), Cosmic Serpent (any Good only), Cosmic String, Cosmic Toughness, Cursed Body, Cursed Mind, Cursed Soul, Daunting Body, Daunting Mind, Daunting Soul, Divine Inspiration, Divine Nescience, Divine Presence, Dominance, Exclusivity, Great Breath, Inner Eye, Innocence, Legion, Nebulous, Nullification, Numinous, Perfect Smiting, Quixotic, Specular, Spirited Away, Uncanny Smiting
 

Beefermatic

Adventurer
Cosmic Healer (PC)
originally from this post: A Tournament of Cosmic Propotions! (Immortal's Handbook Rules) I reworked the class
There are some unique individuals in the Cosmos that know firmly and exactly where they stand on almost every side of the opposition of cosmic forces. There are those that will almost always choose Virtue over Sin, Light over Darkness, Charity over Wealth, Community over Travel, Forgiveness over Revenge, Peace over War, Good over Evil and would choose to nurture and enhance the Cosmos as best they can. Regardless of which of the Seven Virtues (Seraphim) a Cosmic Healer may embody the most, they always have faith in their path, and faith in themselves and those around them. Though they come from many walks of life, from the magical, to the sublime, to the mundane, and even rarely the psionic adventurers of life have chosen to over-come the odds and become Cosmic Healers, though their case is often the rarest.

This is the way of the Cosmic Healer, and though they emerge only every few millennia, their presence is felt for ages to come. They have faith that their path is the truest and ultimately leads to a state of being one with the Supreme Being, as best they understand him. Cosmic Healers themselves, whatever form they may take, almost always refer to this pursiut of "Enlightenment" or "Unity with The Supreme Being" as Ascension, and all Cosmic Healers believe the path of Ascension is the true path, that all things follow this path to the best of their ability, whether they realize it on a conscious level or not. Most Immortal scholars who have actually Met a Cosmic Healer or knows anything about them would agree that their faith is well-placed. They often rise to great levels of immortality and influence in a half a centrury or less, but almost always have a tragic and climactic ending to their grand tale of Ascension. Immortal Historians sometimes perceive them as Visionaries, Prophets and Honorable Leaders of ages past.

Of the walks of life most common to this class, most Cosmic Healers come from the ranks of Clerics, Paladins, Druids, and other divine spellcasters. More rarely, they can come from more mundane surroundings like a fighter who fights for peace or some other virtuous cause, but over all causes more Good to come into the World, rather than Evil.

BECOMING A COSMIC HEALER

Hit Die: d20

Requirement

To qualify to become a Cosmic Healer, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Adventure: Must undergo an appropriate level adventure equivalent to a portfolio trial of at least two of the following portfolios: Love, Charity, Community, Healing, or Peace.

Alignment: Any Good.

Character Level: 60th.

Divine Rank/Perfection Bonus/Equivalent: At least 8.

Feat: Epic Skill Focus (Heal).

Divine Ability: Divine Skill Focus (Heal).

Portfolio: Double Good.

Special (One of the Following):

–Lay on Hands class feature.

–Ability to spontaneously cast cure spells class feature.

–Channel Positive Energy class feature.

Class Skills

The Cosmic Healer’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st​
+0​
+1​
+0​
+1​
Cosmic Healing, Heart of Gold​
+1 level of existing class​
2nd​
+1​
+1​
+1​
+1​
Savior​
+1 level of existing class​
3rd​
+2​
+2​
+1​
+2​
One With Nature​
+1 level of existing class​
4th​
+3​
+2​
+1​
+2​
Cosmic Intervention​
+1 level of existing class​
5th​
+3​
+3​
+2​
+3​
Glittering Radiance​
+1 level of existing class​
6th​
+4​
+3​
+2​
+3​
One With Divinity​
+1 level of existing class​
7th​
+5​
+4​
+2​
+4​
One With Virtue​
+1 level of existing class​
8th​
+6​
+4​
+3​
+4​
Summon Choir​
+1 level of existing class​
9th​
+6​
+5​
+3​
+5​
Mercy of God​
+1 level of existing class​
10th​
+7​
+5​
+3​
+5​
Cosmic Ascension​
+1 level of existing class​

Class Features
All of the following are class features of the Cosmic Healer.

Weapons and Armor Proficiencies
Cosmic Healers do not gain proficiency with any additional weapons or armor.

Spellcasting
At the indicated levels, a Cosmic Healer gains new spells per day as if she had also gained a level in a spellcasting class to which she belonged before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Cosmic Healer, she must decide to which class she adds the new level for the purposes of determining spells per day.

Cosmic Healing (Su)
At 1st level, the Cosmic Healer gains the Lay on Hands ability as a Paladin of ½ her character level. If she already has the Lay on Hands ability, the paladin level used for calculating its power become equal to her character level. Furthermore, a Cosmic Healer, when cure a creature with Lay on Hands, may renounce "hit points" from this cure to cure or remove other statuses or elements.

2 hp - Blinded, Dazed, Dazzled, Deafened, Fatigued, Shaken, Sickened.

3 hp - 1 point of Ability Damage, Confused, Exhausted, Fascinated, Frightened, Nauseated, Paralyzed, Stunned.

5 hp - 1 point of Ability Drain, Cowering, Insanity, 1 negative level, Panicked, Petrified.

She may renounce to multiple “groups” with a single use of Lay on Hands (eg: If she cure 130 hp, she may remove the Confused, Deafened, Insanity, 4 ability drain, 5 negative levels, 6 ability damage and cure 58 hp).

Heart of Gold (Ex)
The Cosmic Healer is an embodiment of the Good alignment and as such gains a bonus equal to her Cosmic Healer on all saving throws vs. effects (abilities, spells, psionic powers, martial maneuvers, etc.) with the "Evil" descriptor. Unless the Cosmic Healer already had they, she gains the angel [second choir, see below] and good subtypes, grow a pair of angelic wings that give her a fly speed equal to double her higher between her land/burrow/swim speed (perfect maneuverability) and the Sacred Lord ability as a bonus Divine Ability.

Angelic Traits (Second Choir):

• Hit Dice change to d20’s. Maximum hit points per die. Total hit points doubled while on the upper planes (do not stack with hp multiplier of Sidereals or Godly Realm).

• Darkvision out to 1 mile and low-light vision.

• Immunities: Ability damage or drain, acid, cold, disease, energy drain, paralysis, petrification, poison, sleep and stunning. They are immune to mind-affecting effects and death from massive damage.

• Resistance to electricity and fire equal to their Hit Dice (rounded down to the nearest multiple of 5).

• Protective Aura (Su): This aura acts as a quadruple strength magic circle against evil (+8 deflection and +8 resistance bonuses) and a globe of invulnerability for anyone within its area of effect. Both effects have a radius of 100 ft. + 10 ft./Hit Dice of the angel (caster level equals angel’s Hit Dice plus divine bonus). This aura can be dispelled, but the angel can recreate it as a free action on its next turn.

• Spell-like Abilities (Sp): At will - greater teleport, tongues.

Savior (Su)
Beginning at 2nd level, the Cosmic Healer can chose to suffer half or all the damage suffered by an ally within her divine aura. If she chose to suffer all the damage, all the effects that accompanying the attack are suffered by her (like poison, death attack, banishment of the smite good of an antipaladin of 20th if she has the extraplanar subtype, etc.)

One With Nature (Ex)
At 3rd level, a Cosmic Healer recognizes that her place in the natural order of things is to restore balance to the eternal war between Good & Evil. A Cosmic Healer is at peace with herself, with others, and with the world around her. She gains the "Adaptation" ability as an Hyperborean of her HD + 40. Only the purest forces of evil from the lower planes can truly cause her harm, therefore the Cosmic Healer loses access to this ability if she enters a realm in one of the lower planes ruled by a Divine being with a higher divine bonus than her. Furthermore, Elementals, Animals & Immortals with the Nature Portfolio automatically have their starting attitude towards the Cosmic Healer movet to one step better (see the Diplomacy skill).

Cosmic Intervention (Su)
At 4th level the Cosmic Healer automatically turns away the first spell (including epic spells) non-harmless or hostile attack directed at her during a given round of combat, even those she is not aware of or has not noticed. No action is required for use of this ability. The second and subsequent spells cast at her that same round are not turned away. She gains one additional use of this ability per round at 14th level (second spell/attack) and every 10 levels thereafter (third, fourth, etc.).

Glittering Radiance (Su)
At 5th level the Cosmic Healer's aura becomes saturated with a visible, even to mortal eyes, spectrum of Holiness and Light. Anyone attempting to directly attack the Cosmic Healer, even with a targeted spell, must make a Will save DC 10 + ½ Cosmic Healer's character level + Cosmic Healer Charisma modifier or be unable to attack her for 1 round per Cosmic Healer character level, like she is under a sanctuary effect with caster level equal to her character level. If a creature succeed the save, he must repeat it every time he try to attack the Cosmic Healer.

One With Divinity (Va.)
At 6th level, and every ten levels thereafter, the Cosmic Healer gains one of the following Divine Abilities for which she meets the pre-requisites:

Adjuration, Holy [Effect], Convergent Effect, Disheartening Dodge, Divine Champion, Divine Toughness, Iatric [Effect], Improved Damage Reduction (Evil), Perfect Damage Reduction, Rapid Rejuvenation, Regeneration, Sacred Body, Sacred Mind, Sacred Soul, Sacred Spirit, Saviour, Spiritual Ancestry (Archon (if she is LG), Agathion (if she is NG), Azata (if she is CG)), Superior Damage Reduction, Superior Smiting, Vanguard Fortitude, Vanguard Reflexes, Vanguard Will

The Cosmic Healer need not have any of the prerequisites normally required for Vanguard Fortitude/Reflex/Will to select them.

One With Virtue (Su)
The Seven Heavenly Virtues are each embodied by a Seraphim of Heaven. At 7th level the Cosmic Healer's connection with the upper planes is so strong than when she prays for divine intervention, the Seraphim* themselves will answer her call. Once per day as a full round action that provoke attack of opportunity the Cosmic Healer may drop to her knees and pray. If the Cosmic Healer is killer or made unconscious with the attack of opportunity, this ability fail and the daily use is lost. Until the end of this round, a Seraphim is called into combat and may act as it sees fit. It is under no special compulsion to obey the Cosmic Healer, but will vanquish or deal with any evil it sees in the immediate area. The summoned Seraphim acts on the Cosmic Healers' initiative and disappears as soon as that round of combat is over. When called in this way the Seraphim Splendrous Visage ability do not affect a number of creatures equal to the higher mental ability score modifier of the Cosmic Healer (Cosmic Healer choice). At 17th level, and every 10 levels thereafter the Cosmic Healer gains one additional use of this ability per day. This is a conjuration (calling) effect.

*If in the game cosmology the Seraphim are binded in the fabric of reality with the other Sidereals, this ability call a Cherubin. If even they are binded, this ability call 1d4+1 Malakim, 1d3 Kyriotates, or 1 Ophanim (Cosmic Healer choice every time this ability is used) and they remain for 1 minute instead of depart at the end of the round.

Summon Choir (Sp)
Once per day as a standard action the Cosmic Healer may whisper a Prayer and summon an Angel or other outsider with the good subtype whose total Hit Dice is no greater than twice the Cosmic Healer character level. No creature may have a Challenge Rating greater than ½ the Cosmic Healer character level plus her Divine Rank/Perfection Bonus/Equivalent. The summoned creature will obey any command given by the Cosmic Healer, so long as it is not evil in nature, for 1 minute per class level of the Cosmic Healer. The Cosmic Healer gains one additional use of this ability per day every 10 levels after 8th. This is a conjuration (summon) and has an effective spell level equal to ½ the Cosmic Healer character level.

Mercy of God (Va.)
Upon reaching 9th levelm the Cosmic Healer has a beautiful Epiphany and realizes that her very existance is proof of the Good of the Supreme Being. She gains a Cosmic [Effect], except that the divine damage dealt is treated as non-lethal, even to creatures which would normally be immune to non-lethal damage. She also has the option of healing creatures instead of dealing nonlethal damage with the Cosmic [Effect], and the healing done does not use positive energy, rather it uses raw universal power. Therefore, it can be used to "heal" creatures which would normally not be healed by cure spells and the like, such as Undead and Constructs. This ability cannot be used to deal Lethal damage under any circumstances, and other Cosmic [Effect]s that are gained from other sources (i.e. Cosmic Ascension, Inspired Cosmic Abilities, etc.) may stack with this ability, but are met with the same restrictions in that they cannot be used to deal lethal damage.

Cosmic Ascension (Va.)
Upon reaching 10th level, and every 30 levels thereafter, the Cosmic Healer may gain a Cosmic Ability for which he meets the pre-requisites from the following list:
Abrogate, Good Messiah, Authority, Cogency, Cosmic [Effect] (may Stack With Mercy of God), Cosmic Serpent (any Good only), Cosmic String, Cosmic Toughness, Cursed Body, Cursed Mind, Cursed Soul, Daunting Body, Daunting Mind, Daunting Soul, Divine Inspiration, Divine Nescience, Divine Presence, Dominance, Exclusivity, Great Breath, Inner Eye, Innocence, Legion, Nebulous, Nullification, Numinous, Perfect Smiting, Quixotic, Specular, Spirited Away, Uncanny Smiting
What a cool concept, Cosmic class levels. I like this. I'd have to see it in action to gauge its powers but it "seems" awesome. Are you going to make more of these?
 



Obly99

Adventurer
Vampire Lord

In populated areas, our greatest need for unity is protection. Among our adversaries is the broad category of the living. More specifically, hunters, zealots, and mercenary burglars all pose a very real threat. Though, to be fair, if a steer was given use of a bow, I’m sure its tender would need to take precautions. I suspect this is the primary reason that vampire culture emulates the trappings of the living, though simple habit might also contribute. Such a paradigm allows us to unite against outside threats, but secret courts must have leaders and organization. This then spawns a loose framework for justice, population control, and governance. We tend to speak of this small, close-knit community like we are all related, referring to immediate family as brothers or sisters, but even unknown vampire as cousins. We are not without factions and divisions. Members of great and pure ancestry gravitate toward one another out of a sense of superiority, while those with more mingled blood fight for respect. Ancient rivals play games of intrigue over some forgotten slight or simply to assert dominance. Membership in our culture can at times be like lairing with bored, hungry wolves. We nip and bark, the strong eat before the weak, but the pack closes ranks at any true threat. Vampire tend to form truly lasting alliances poorly explained to a narrow mortal view. Ages might pass with a single family controlling a realm’s territories and seemingly ever-changing mortal vassals. Every vampire requires a safe, reliable system for feeding, though specifics can vary. Some claim designated hunting grounds within areas, and others might create their own religion. Enthralled constabularies can deliver criminals to their masters, or even give up their own blood in the hope of someday gaining immortality. However, everything requires some amount of compromise and negotiation with fellow family members. We call whatever form this compromise takes “court”. It generally has leaders and roles, but these can vary widely from city to city depending on which family or families is in control. Only rarely does a court allow their presence to be noted by mysterious disappearances and gruesome murders. In fact, courts often take great pains to investigate these ourselves, as they can lead overzealous hunters to our door. To this end, we also often have set rules and punishments. We all know the cost of failure. To be painfully honest, we can be a bit melodramatic when it comes to family. It sometimes seems a mix between a darkly mysterious secret society and organized crime. Like mortals, we enjoy feeling special, and belonging to an exclusive club. Whatever family we belong to is obviously the best. At the core, it all does serve a useful purpose. My brothers and sisters include my most bitter enemies, but I’d kill anyone who took them from me. At the very least, they are robbing me of the pleasure. The concept of family is more than mere social structure. It is also essential to the vampire condition, and perhaps our greatest mystery. Should you ask any elder, they are certain to say (perhaps with a scoff) that family is all about the blood... A child has the family of their parent, and that is all there is to it. However, I suspect most would be lying, because their words do not match their actions. I have spent lifetimes studying the matter. My best theory is the blood of a new vampire is largely unset, and looking for a template to pattern itself after. This is strongly influenced by parentage, but can be altered by exposure and experience. In essence, we are all some combination of nature and nurture, with our blood becoming focused over time. Perhaps those first years of unlife can be compared to the transition of a mortal adolescent to an adult. A better analogy could be that we are caterpillars of an uncertain species, and become similar to whatever moth or butterfly we associate with. Each family knows or at least suspects this fact. Thus, the purest and oldest do their best to sequester young vampire so they do not mix with “undesirable elements” or “embarrass their elders”. I think each fears allowing the youth free reign, as it risks their blood becoming mingled. Unfortunately, this false construction of immutable family is at the core of vampire society. One’s family means everything, and can create a wealth of privilege or prove an eternal curse. The families on a practical level are probably closest compared to noble houses. While many elders prefer to think of the families as a caste system, there can be a surprising amount of upward mobility. Simply put, there are never enough of us in any one place to function as anything other than a meritocracy. A mingled heritage is mostly forgotten with consistent, repeated success... even if rivals can always use it as a lever.

Countess Evelyn Arlstead​

Alignment: Any. “To ask someone to judge their own morality is a hard thing. I certainly do not find my actions evil, but am certain others would argue. I am sure the farmer who takes the hammer to the bull thinks himself a noble man doing dirty work. With this in mind, I do admit vampire tend to stray from righteous paths, especially as we age. Though by the same token, with the inevitable march of time, we tend to grow bored with the worst hedonistic excesses many mortals might call evil. Thus, I’d say the majority of us tend to walk a fine line or weave our way between both extremes from one century to the next. Those of us who dwell in cities and in proper societies have a tendency toward order. I suppose this is simply finer sand falling through the sieve’s holes while most collects. Those who cannot stomach rules, etiquette, and leadership, have no taste for our games.

Countess Evelyn Arlstead​
Hit Die: d8

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: As rogue.

Class Skills
The vampire lord’s class skills are Bluff (Cha), Climb (Str), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks Per Level: 4 + Int modifier.

Table: The Vampire Lord
LevelBase
Attack Bonus
Fort SaveReflex SaveWill SaveSpecial
1st+0
+0​
+2​
+2​
AC Bonus, Blood Drain, Bonus Feats, Channel Resistance, Natural Attacks, Resistances, Vampirism
2nd+1
+0​
+2​
+2​
Attribute Boost, Bonus Feats, Evasion, Spider Climb, Vampiric Skills
3rd+2
+1​
+3​
+3​
Attribute Boost, Coffin Sanctuary, Gaseous Form
4th+3
+1​
+3​
+3​
Attribute Boost, Change Shape, Vampire’s Hide
5th+3
+1​
+4​
+4​
Attribute Boost, Children Of The Night, Vampiric Protection
6th+4
+2​
+4​
+4​
Attribute Boost, Bonus Feats, Dominate, Vampiric Healing
7th+5
+2​
+5​
+5​
Attribute Boost, Bonus Feats
8th+6/+1
+2​
+5​
+5​
Attribute Boost, Bonus Feats, Energy Drain, Create Spawn
9th+6/+1
+3​
+6​
+6​
Lord Of The Dead, Lord Of Dreams, Lord Of The Hunt
10th+7/+2
+3​
+6​
+6​
Improved Evasion, Mastery Of Tongue, Vampiric Link, Vampiric Mind
11th+8/+3
+3​
+7​
+7​
Speak With Blood
12th+9/+4
+4​
+8​
+8​
Eyes Of The Vampire, Swarm Form, Undead Ascension
13th+9/+4
+4​
+8​
+8​
Necromastery, Pool Of Blood, Vampiric Flight
14th+10/+5
+4​
+9​
+9​
Attribute Boost, Force of Will
15th+11/+6/+1
+5​
+9​
+9​
Attribute Boost, Vision of Terror
16th+12/+7/+2
+5​
+10​
+10​
Attribute Boost
17th+12/+7/+2
+5​
+11​
+11​
Attribute Boost
18th+13/+8/+3
+6​
+11​
+11​
Attribute Boost, Blood Mist
19th+14/+9/+4
+6​
+12​
+12​
Attribute Boost, Blood Shaping, Lord of the Skies
20th+15/+10/+5
+6​
+12​
+12​
Attribute Boost, Eclipse, The Vampire Lord


Class Features​

All of the following are class features of the Vampire Lord.

Weapon and Armor Proficiency
Vampire Lords are proficient with all simple weapons, the rapier and two martial weapons of his chose. Vampire Lords are proficient with light armor, but not with shields. He is also proficient with his natural attacks.

AC Bonus (Ex)
When unarmored and unencumbered, the Vampire Lord adds his Charisma bonus (if any) to his AC and his CMD. In addition, a Vampire Lord gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Vampire Lord levels thereafter. These bonuses to AC apply even against touch attacks or when the Vampire Lord is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load

Blood Drain (Ex)
At 1st level, a Vampire Lord can suck blood from a living victim with its fangs after a successful grapple check. If it grapple the foe, it drains blood, inflicting 1 points of Constitution damage each round the grapple is maintained. With each such successful attack, the Vampire Lord gains 5 temporary hit point.

At 8th level, constitution damage from Blood Drain increases to 1d4.

At 12th level, constitution damage from Blood Drain increases to 2d4.

At 15th level, Vampire Lord has mastered the art of drawing blood from a victim. Constitution damage from Blood Drain turns into Constitution drain. If the Vampire Lord desires, he can still deal Constitution damage.

At 16th level, constitution damage from Blood Drain increases to 3d4.

At 20th level, constitution damage from Blood Drain increases to 4d4.

Bonus Feats
At 1st level, a Vampire Lord gains Alertness and Dodge even he if doesn't meet the prerequisites.

At 2nd level, a Vampire Lord gains Improved Initiative and Lightning Reflexes even if he doesn't meet the prerequisites.

At 6th level, a Vampire Lord gains Iron Will as a bonus feat.

At 7th level, a Vampire Lord gains Combat Reflexes even if he doesn't meet the prerequisites.

At 8th level, a Vampire Lord gains Leadership as a bonus feat or, it the GM’s does not allow Leadership in his campaign, Skill Focus (Bluff).

Channel Resistance (Ex)
At 1st level, a Vampire Lord gains channel resistance equal to ½ his Vampire Lord level (minimum +2). He is treated as an undead with 4 Hit Dice higher than his normal total for the purpose of command attempts.

Natural Attack (Ex)
At 1st level, a Vampire Lord retains all the attacks of the base creature and also gains a bite attack that deals 1d6 damage (Medium-size) and two claw attack that deals 1d4 damage (Medium-size) if it didn't already have they. At 8th level, a Vampire Lord's natural attack counts as cold iron, magic, silver and ghost touch for the purpose of overcoming damage reduction and hit incorporeal creature. At 12th level, a Vampire Lord's natural attack counts as adamantine and evil (even if the Vampire Lord is not evil) for the purpose of overcoming damage reduction and hardness. At 20th level, a Vampire Lord's natural attack counts as epic for purpose of overcoming damage reduction.

Resistance (Ex)
At 1st level, a Vampire Lord gains cold and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10. At 12th level, each of these resistances increases to 15. At 16th level, each of these resistances increases to 20. At 20th level, each of these resistances turn into immunities.

Vampirism
Vampires are undead, but the process of becoming a true undead creature is a gradual one for most. Over varying periods time (sometimes years and sometimes centuries), a vampire undergoes a transition from fully alive, to a corpse animated by solely by blood. However, this blood pumping through veins makes them more akin to living creatures than many dead kept moving by magic. At 1st level, a Vampire Lord becomes undead and gains the vampire template. Since this class aims to make vampires playable he doesn't gain any of its bonuses or the weaknesses being a vampire gives. Since this class aims to make vampires playable he doesn't gain all the immunities and resistance of the undead type with the following:

  • No Constitution score. Vampires use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. Any class feature, spell, or ability that normally modifies Constitution instead affects the vampire’s Charisma.
  • Vampires have no immunity or resistance to mind-affecting effects.
  • Vampires are not immune to bleed, disease, or poison. They are subject to ability damage and drain. Constitution ability damage or drain instead affects the vampire’s Charisma.
  • Vampires have darkvision 60 ft.
  • Vampires casts no shadows and shows no reflection in a mirror.
  • Vampires do not age and are immune to agings effects.
  • Vampires are not immune to death effects.
  • Vampires take no penalties from energy draining effects, though they can still be killed if they accrue negative levels equal to their Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
  • Vampires are harmed by positive energy and healed by negative energy.
  • Vampires heal hit point damage and ability point damage naturally. This rate of natural healing can be accelerated (as a living creature) when the vampire rests, if the vampire benefit from long-term care (per the Heal skill). However, a vampire naturally heals 1 point of ability score drain per 24 hours of full rest.
  • Vampires are immune to fatigue and exhaustion.
  • Vampires are not immune to any effect that requires a Fortitude save, and use their Charisma modifier in place of their Constitution modifier when determining their Fortitude save.
  • Vampires are not at risk of death from massive damage, and are not destroyed until their negative hit points equal or exceed their Charisma score. A vampire at 0 hit points or negative hit points is helpless and unconscious (unless use of Diehard, ferocity or similar abilities). The vampire is automatically stabilized when at negative hit points.
  • Vampires do not breathe, eat or sleep, instead they meditate or engage in other relaxing activities (as the keep watch spell).
    Weakness Traits
  • Vampires cannot tolerate the strong odor of garlic and are sickened within 5 ft. of a piece of garlic.
  • Vampires recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 15 Will save.
  • Vampires exposed to direct sunlight (bright light or normal light) are nauseated until removed from the light.

Optional Rule: Thirst
A vampire must drink the blood of living humanoids, and becomes increasingly weaker and more monstrous if they fail to feed. A vampire must consume an amount of blood equating to at least 1 point of Constitution damage from a living humanoid for every 8 hours of activity a day (to a maximum of 3 points of Constitution damage per day for 24 hours of activity). Hours of activity do not need to be consecutive. A vampire at rest does not require blood to sustain them, and can remain at rest indefinitely. While at rest, a vampire is helpless and unconscious, but can be awakened as a sleeping mortal. A vampire has the staggered condition for 1d4 rounds after being awakened from rest. A vampire that remains active for more than 8 hours without consuming blood gains the fatigued condition. If a vampire with the fatigued condition remains active for an additional 8 hours without consuming blood, they gain the exhausted condition. If a vampire with the exhausted condition remains active for an additional 24 hours without consuming blood, they become helpless and unconscious until they are fed blood equating to at least 2 points of Constitution damage from a living humanoid. When a vampire is fatigued or exhausted, consuming at least 1 points of Constitution damage from a living humanoid removes the fatigued or exhausted condition. Resting does not remove these conditions. A vampire with the fatigued condition due to thirst becomes extremely pale, like a bloodless corpse. They take a –2 circumstance penalty to all Charisma-based skill checks (except Intimidation) when dealing with living creatures. A vampire with the exhausted condition begins looking more overtly monstrous and corpse-like, with red eyes, distended nails, or bared fangs. They take a –4 circumstance penalty to all Charisma-based skill checks (except Intimidation) when dealing with living creatures. A vampire rendered unconscious and helpless due to thirst appears like a dry, well preserved corpse. A vampire cannot naturally store extra blood within their body, and so must feed continually as they are active. A vampire with a cruor pool (see Cruor Pool feat) spends points from their cruor pool as if it was blood (equating to 1 point of Constitution damage per point spent), allowing the vampire to store blood for longer continual periods of activity between feeding.

DRAINING BLOOD
Vampires require blood to survive, and are not always capable of feeding themselves or drinking directly from victims. The following guidelines can be used when collecting blood by other means at GM discretion.

• Any creature can intentionally deal 1 point of Constitution damage to itself with a piercing or slashing weapon as a full-round action with a DC 15 Heal check. If the creature fails the check, they still deal 1 point of Constitution damage, but begin taking 1 hit point of bleed damage each round. If the creature fails the check by 5 or more, this is instead 1 point of Constitution bleed each round. This bleeding can be stopped with a DC 15 Heal check or any amount of magical healing.

• Any creature suffering bleed damage can contribute fresh blood from its wounds. A bleeding creature donates enough blood to equate to 1 point of Constitution damage when they take hit point damage from bleed equal to their Hit Dice. However, bleeding in this manner for this purpose causes hit point damage to be converted to an equivalent amount of Constitution damage (1 point of Constitution damage equals the creature’s Hit Dice in hit points, which reduces the creature’s maximum hit points).

• Blood can be collected in any sort of storage container. Blood preserved in this fashion remains nourishing, but tastes foul and unpleasant. A pint of alchemically preserved blood equates to 1 point of Constitution damage. Collected blood can be preserved with an alchemist’s lab, 20 gp worth of preserving reagents (per pint), and a successful DC 20 Craft (alchemy) check. Blood can also be preserved with the gentle repose spell (as a severed limb). A pint of blood weighs 1 pound.

• Unpreserved blood only remains nourishing for a vampire to consume for 10 minutes.

The following traits are modified if the thirst rules are used:

  • Vampires heal hit point damage and ability point damage naturally, provided the vampire is not fatigued or exhausted due to thirst. This rate of natural healing can be accelerated (as a living creature) when the vampire rests (see the thirst for details on resting), if the vampire benefit from long-term care (per the Heal skill). The vampire cannot benefit from long-term care if it is fatigued or exhausted due to thirst. However, a vampire naturally heals 1 point of ability score drain per 24 hours of full rest.
  • Vampires are not immune to fatigue or exhaustion caused by the thirst. They are otherwise immune to fatigue and exhaustion.
  • Vampires do not breathe or eat but require blood for sustenance. A vampire does not need to sleep, but can choose to rest in order to lower their blood consumption requirements. Vampires do not sleep, instead they meditate or engage in other relaxing activities (as the keep watch spell), but this time count for their blood consumption requirements.

Attribute Boost (Su)
At 2nd level, a Vampire Lord gains +2 enhancement bonus to strength.

At 3rd level, a Vampire Lord gains +2 enhancement bonus bonus to charisma and dexterity.

At 4th level, a Vampire Lord gains +4 enhancement bonus to strength.

At 5th level, a Vampire Lord gains +2 enhancement bonus to wisdom.

At 6th level, a Vampire Lord gains +4 enhancement bonus to strength and +2 enhancement bonus to intelligence.

At 7th level, a Vampire Lord gains +4 enhancement bonus to dexterity.

At 8th level, a Vampire Lord gains +4 enhancement bonus to charisma.

At 14th level, a Vampire Lord gains +8 enhancement bonus to strength.

At 15th level, a Vampire Lord gains +6 enhancement bonus to charisma and dexterity.

At 16th level, a Vampire Lord gains +4 enhancement bonus to wisdom.

At 17th level, a Vampire Lord gains +4 enhancement bonus to intelligence.

At 18th level, a Vampire Lord gains +6 enhancement bonus to wisdom.

At 19th level, a Vampire Lord gains +6 enhancement bonus to intelligence.

At 20th level, a Vampire Lord gains +8 enhancement bonus to charisma.

Total enhancement bonus at 20th: +8 Str, +6 Dex, +6 Int, +6 Wis, +8 Cha.

Evasion (Ex)
At 2nd level and higher, a Vampire Lord can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Vampire Lord is wearing light armor or no armor. A helpless Vampire Lord does not gain the benefit of evasion.

Spider Climb (Ex)
At 2nd level, a Vampire Lord can climb sheer surfaces as though under the effects of a spider climb spell.

Vampiric Skills (Ex)
At 2nd level, a Vampire Lord gains a racial bonus on Bluff, Perception, Sense Motive, and Stealth checks equal to ½ his Vampire Lord level.

Coffin Sanctuary (Ex)
At 3rd level, a Vampire Lord chooses a coffin or similar small enclosed space as his primary resting place. Thereafter, if he is brought to 0 or fewer hit points while outside the coffin, he is forced to assume gaseous form (see below) immediately and flee for his coffin so that he may heal. Any damage dealt to the vampire after he is forced into gaseous form has no effect. If more than 2 hours pass after he is forced into gaseous form in this way, the vampire must assume his normal form at his current location. In that case, he is destroyed. If he succeeds in reaching his coffin, he is helpless for 1 hour, after which he return to 1 hit point and the helplessness ends.

Gaseous Form (Su)
At 3rd level, a Vampire Lord can assume gaseous form at will (caster level 5th) as a standard action, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Change Shape (Su)
At 4th level, a Vampire Lord gains the Change Shape ability and the shapechanger subtype:

change shape (bat, dire bat, dire wolf, giant raven, raven, or wolf, beast shape IV);

It can remain in that form until it assumes another or until the next sunrise.

At 20th level, a Vampire Lord Change Shape improved:

change shape (any animal or vermin, beast shape IV or vermin shape II);

The vampire lord can change from one form to another without having to revert to its original form.

Vampire's Hide (Ex)
At 4th level, a Vampire Lord gains natural armor equal to ½ his Vampire Lord level.

Children of the Night (Su)
Vampire Lords command the lesser creatures of the world. Starting at 5th level, a Vampire Lord can call forth a rat swarm, a bat swarm, or 1d3 wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. If the Vampire Lord is not terrestrial, this power might summon other creatures of similar power. The creatures summoned forth serve the Vampire Lord. Further, the Vampire Lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles. He can only have one summon active. At 7th level, a Vampire Lord can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves. At 12th level, a Vampire Lord can call forth 2d6 ghouls or 1d6+1 shadows. At 16th level, a Vampire Lord can call forth 1d6 spectres or wraiths and the creatures summoned forth serve the vampire lord until released.

Vampiric Protection (Su)
At 5th level, a Vampire Lord gains damage reduction, this is DR/piercing and wood equal to ½ his Vampire Lord level. At 12th level this increase to DR/magic, piercing and wood. At 20th level, this damage reduction increase to DR/-.

Dominate (Su)
At 6th level, a Vampire Lord gains the ability to crush another humanoid creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at him are not affected. Anyone the vampire targets must succeed on a Will save DC 10 + ½ Vampire Lord level + Vampire Lord’s charisma modifier or fall instantly under his influence, as though via a dominate person spell (CL equal to Vampire Lord level). The ability has a range of 30 feet. At 12th level, as a standard action a Vampire Lord can see, hear, and speak through the body of a creature it has dominated. The Vampire Lord can use this ability indefinitely on one creature at a time, as long as it and the creature under its control remain within 1 mile per Vampire Lord level. A Vampire Lord using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action.

Vampiric Healing (Ex)
At 6th level, a Vampire Lord heals 1 point of damage each round so long as he has at least 1 hit point (gains fast healing 1). At 12th level, a Vampire Lord's fast healing increast to ½ his Vampire Lord levels. Unlike the normal fast healing, this can also regenerate parts of the body as regeneration. With 8 hours of uninterrupted concentration, a Vampire Lord can regrow lost limbs.

Energy Drain (Su)
At 8th level, a creature hit by a Vampire Lord’s natural weapon gains one negative level. This ability only triggers once per round, regardless of the number of attacks a Vampire Lord makes. At 16th level this increase to two negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw DC 10 + ½ Vampire Lord level + Vampire Lord’s charisma for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.

Create Spawn (Su)
At 8th level, a Vampire Lord can create spawn out of those it slays with blood drain or energy drain. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the Vampire Lord that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Vampire Lord level; any spawn it creates that would exceed this limit become free-willed undead. A Vampire Lord may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. At 15th level a Vampire Lord can instead create a full fledged vampire (moroi) (the vampire is still under his control as a vampire spawn) and the victim rise as undead in 1 hour instead of 1d4 days.

Lord Of The Dead (Su)
At 9th level, a Vampire Lord is unquestionably superior than a normal undead. Mindless undead do not attack the Vampire Lord unless the Vampire Lord attacks them first or if the mindless undead are commanded by their controller to attack the Vampire Lord. Sentient undead are friendlier with the Vampire Lord and their starting attitude is better than two steps (per the Diplomacy skill). The dominate ability can now affect undead creature with less HD of the Vampire Lord, mindless undead don’t gains a saving throw and count their HD as half to know if they can be effected or not. If an undead creature is under the control of another creature, the Vampire Lord must make an opposed Charisma check whenever his orders conflict.

Lord Of Dreams (Sp/Su)
At 9th level, a Vampire Lord's mastery over life force allows him to cast Dream and Nightmare as a spell-like ability at will (CL equal to Vampire Lord level). He can't use Nightmare on the same person more than once in 24 hours. At 14th level a Vampire Lord can use dream council as a spell-like ability at will (CL equal to Vampire Lord level).
  • If the campaign use the occult rules, a Vampire Lord at 14th level can also create a dreamscape or nightmare dreamscape and can cast dream travel as a spell-like ability at will (CL equal to Vampire Lord level). If the campaign use the occult rules, a Vampire Lord at 18th level, as an immediate action when he is destroyed, can choose to seek refuge in a mindscape of his own creation. If he does, he creates a mindscape, as the spell greater create mindscape, except that no other creatures are brought into the mindscape, and the duration is permanent. The Vampire Lord’s mind manifests in the mindscape separately from his body, and is able to act normally within the mindscape. The Vampire Lord is unable to leave the mindscape. If another creature enters the mindscape, it can use magic such as wish to restore the Vampire Lord’s body to unlife, which ends the effect and causes the Vampire Lord’s body to reappear in the Material Plane at either the location where he was slain or the location the creature that returned him to life was in when that creature entered the mindscape (the Vampire Lord chooses which).

Lord Of The Hunt (Ex)
At 9th level, a Vampire Lord sharpens his senses allowing him to easily hunt their prey. The Vampire Lord gains the grab universal monster ability on his bite attack and the Scent ability. Also the Vampire Lord increase his movement speed, this work like the fast movement class feature of the monk, using his Vampire Lord as his monk level.

Improved Evasion (Ex)
At 10th level, a Vampire Lord’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Vampire Lord does not gain the benefit of improved evasion.

Mastery Of Tongue (Su/Ex)
At 10th level, a Vampire Lord's mastery over life allows him to talk with any creature that can speak as under a constant tongue spell. Also, a vampire lord receives an additional +8 racial bonus racial bonus to Bluff, Diplomacy and Intimidate checks which stacks with the bonus from Vampiric Skills.

Vampiric Link (Ex)
At 10th level, a Vampire Lord's control over his spawn strengthens. A Vampire Lord can now telepathically send messages and orders to his spawn with no range limit and his spawn is constantly under the effect of detect thoughts (they do not get a save against this effect). A Vampire Lord can, as a move action, concentrate on a single spawn learning his thoughts as if having studied it for 3 rounds. This effect does not cross planes. As a standard action a Vampire Lord can see, hear, and speak through the body of his spawn. The Vampire Lord can use this ability indefinitely on one creature at a time, as long as it and the spawn are on the same plane. A Vampire Lord using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action.

Vampiric Mind (Su)
At 10th level, a Vampire Lord's mind is completely supreme compared to a mortal. A vampire lord can use telekinesis (CL equal to Vampire Lord level) at will. A Vampire Lord gains telepathy 100 ft.

Speak With Blood (Su)
At 11th level, a Vampire Lord's mastery over blood allows him to speak with blood. This work like Speak with Dead expect you can only speak with blood, but it can be blood of a still living creature too and the save DC is 10 + ½ Vampire Lord level + Vampire Lord’s charisma modifier (use the creature Will save with only permanent bonus like the base Will save, his base Wisdom modifier or feat like Iron Will, not object or temporary bonus like cloak of resistance, headband of inspired wisdom or heroism).

Eyes Of The Vampire (Ex)
At 12th level, a Vampire Lord gains the see in darkness monster ability and sees in the dark to his normal range of vision. Also Vampire Lord gains Lifesense with a range of 60 ft. Vampire Lord can see as if under the effect of a true seeing spell at all times, this ability can be activated or deactivated with a swift action.

Swarm Form (Su)
At 12th level, a Vampire Lord, as a standard action, can change into a bat swarm, centipede swarm, rat swarm, raven swarm or spider swarm. While in swarm form, a Vampire Lord cannot use any of its natural or special attacks, although it gains the movement, natural weapons (the swarm damage use the Vampire Lord level instead of the base swarm HD: 11–15 level 3d6, 16–20 level 4d6), and extraordinary special abilities of the swarm into which it has transformed. The Vampire Lord also retains all of its usual special qualities. While in swarm form the Vampire Lord is still considered to be an undead creature. A Vampire Lord can remain in swarm form until it assumes another form or retakes it original form (a standard action). This is a polymorph effect.

Undead Ascension (Ex)
At 12th level, a Vampire Lord gains the undead traits to their true power:

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.

Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Necromastery (Su)
At 13th level, whenever a Vampire Lord kills a living creature he can copy and absorb the essence of the creature (see Blood Shaping below). Also the Vampire Lord's soul cannot be imprisoned or absorbed in any means.

Pool Of Blood (Su)
At 13th level, a Vampire Lord's mastery over blood allows him to transform himself and all of his worn and carried items into a pool of blood with a radius of 5 feet per Vampire Lord class level. He can change into his pool form or revert to his natural form as a swift action. When the Vampire Lord reverts to his natural form, he appear in any space that his pool form occupied (this is not a teleportation effect; he re-forms in the chosen space). While in his pool form, he gains a the following benefits and drawbacks:
  • The Vampire Lord and other creatures can share a space freely. Neither the Vampire Lord nor these creatures gain any benefit or suffer ill effects from sharing the same space.
  • The Vampire Lord does not threaten spaces and cannot make attacks of opportunity.
  • The Vampire Lord cannot make melee, ranged or gaze attacks.
  • The Vampire Lord becomes immune to bludgeoning, piercing, and slashing damage.
  • The Vampire Lord gains a swim speed 30 ft. and a climb speed of 10 feet.

Vampiric Flight (Ex)
At 13th level, a Vampire Lord gains bat wings or levitation. If he chooses to gain bat wings, he gains a flight speed equal to twice his movement speed (after apply the bonus from Lord of the Hunt) with average maneuverability, he can also transform his wings into a cape (move action). If he chose levitation he gains flight speed equal to his movement speed (after apply the bonus from Lord of the Hunt) with perfect maneuverability and can hover. Neither type of movement benefits from Lord of the Hunt.

Force of Will (Su)
At 14th level, a Vampire Lord gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Vision Of Terror (Ex)
At 15th level, a Vampire Lord's mastery over the life force grants him a Frightful presence (DC 10 + ½ Vampire Lord level + Vampire Lord’s charisma modifier) with a range of 60 ft. On a failed save, the opponent is frightened for 5d6, or panicked if it has 4 Hit Dice or fewer. If the creature succeeds in this save they are merely shaken for 1d6 rounds and immune to this for 24 hours. Frightful presence is a mind-affecting fear effect. This ability can be suppressed or resumed as a free action.

Blood Mist (Su)
At 18th level, a Vampire Lord gains the ability to turn into a bloody mist in addition to his pool form. While in mist form, he gains all the benefits and drawbacks of his pool form, except that the mist is a sphere with a radius equal to that of his blood pool form, and he gains a fly speed equal to his land speed with perfect maneuverability. In addition, while transformed, opponents treat spaces occupied by the Vampire Lord pool or mist forms as difficult terrain.

Blood Shaping (Su)
At 19th level, a Vampire Lord's mastery over blood and life allows him to assume the appearance of any creature whose essence was absorbed by Necromastery. Vampire Lord cannot change shape to a form more than one size category smaller or larger than its original form, the Vampire Lord automatically pass all Disguise checks to impersonate the creature.

Lord Of The Skies (Sp)
At 19th level, a Vampire Lord's dominion expands to the skies. A Vampire Lord can cast control weather as a spell-like ability as a druid at will and storm of vengeance as a spell-like ability once per day (CL equal to Vampire Lord level).

Eclipse (Su)
At 20th level, a Vampire Lord can once per day blot out the power of the sun in a 1-mile radius as a move action. In this area, for 1 hour, the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. Eclipse automatically dispel any light spell of spell level lower than 1/3 the Vampire Lord level.

The Vampire Lord (Ex)
At 20th level, a Vampire Lord completely masters vampirism and is no longer bound by it. He loses all of the weaknesses being a vampire gives and cannot be detected by anything that detect undeads and vampires. He can now produce body heat and bleed if he wishes. He no longer needs to consume blood. His mastery over life and death is enough to make him famous and feared trough the world of the unliving. Every undead creature he encounter knows him and respects him and, unless their CR is higher than his character level, their attitude is almost always Friendly. The Vampire Lord now does not have any limit to the number of spawn or vampire under his control with Create Spawn. The Vampire Lord can consume one of his essence, losing it permanently, when is destroyed (like when reduced in gaseous form or when fail to return to his coffin) for instead rejuvenate at full hit points in a place of his choice within 100 miles of the place of his destruction (even in the same place).

Feats

Cruor Pool

You’ve learned to store and use the vital life energy within the blood you consume.

Prerequisite: Vampire, Thirst optional rule.

Benefit: You gain a cruor pool equal to 1/2 your character level + your Charisma modifier (minimum 1). You can expend cruor to remain active (per the thirst racial ability). However, you do not regain points of cruor naturally and can only regain expended points from your cruor pool by drinking blood from living humanoids. A point of cruor equates to 1 point of Constitution damage dealt to a humanoid. Cruor pool does not reset after 8 hours of rest.

Extra Cruor
Your vampiric blood reserves are deeper than normal.

Prerequisites: Cruor Pool, vampire.

Benefit: Your cruor pool increases by 2.

Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your cruor pool each time you take this feat.

Merciful Drinker
You can satiate yourself while hurting your victims less and drawing smaller amounts of blood.

Prerequisite: Vampire.

Benefit: Your bite attack does not need to cause pain when you drink blood. When using the blood drain on a willing target the bite deals only 1 nonlethal damage and the ability damage inflicted is always only 1. Additionally, you require less blood to remain active. This equates to 1 point of Constitution damage per 12 hours of activity instead of 8.

Recovery
You specialize in healing techniques that allow the living to recover from blood loss.

Prerequisites: Heal 3 ranks, vampire.

Benefit: When using long-term care to a living patient, the wounded person recovers twice the normal ability damage (2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest).

Table: The Epic Vampire Lord

LevelBase
Attack Bonus
Fort SaveReflex SaveWill SaveSpecial
21th+15/+10/+5+7+13+13Blood Drain (d6), Ego of the Lord, Children of the Eclipse, The Lord Of The Vampires
22th+16/+11/+6/+1+7+13+13Master of Life
23th+17/+12/+7/+2+7+14+14Attribute Boost
24th+18/+13/+8/+3+8+14+14Lord of Magic
25th+18/+13/+8/+3+8+15+15Lord of Man
26th+19/+14/+9/+4+8+15+15Attribute Boost
27th+20/+15/+10/+5+9+16+16Blood Drain, Blood Tribute, Negative Energy Focus
28th+21/+16/+11/+6+9+16+16Lord of the Unlife
29th+21/+16/+11/+6+9+17+17Attribute Boost
30th+22/+17/+12/+7+10+17+17Blood Drain, Return

Ego of the Lord (Ex)
At 21th level, a Vampire Lord can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws.

The Vampire Lord receives an untyped bonus to AC equal to his Charisma modifier. This bonus does not stack with any armor or shield bonuses he may receive but stack with the AC bonus of when unarmored and unencumbered (in practice apply twice the Charisma modifier to AC). This bonus applies to touch attacks and even while the Vampire Lord is flat-footed or otherwise denied his Dexterity bonus.

The Vampire Lord now cannot be commanded or turned in any way and gains immunity to channel energy if used for damage he.

Children of the Eclipse (Su)
At 21th level, a Vampire Lord can use its children of the night ability once per hour instead of once per day. He can call with children of the night any number of the same undead creature, while their total CR sum cannot exceed double his Vampire Lord level and the single creature cannot have a CR higher of his Vampire Lord level. A Vampire Lord of 21th level can call 42 ghouls, 21 Draugrs, 6 Spectres, 3 Banshee or Danse Macabre, 2 Death Lesser, etc. A Vampire Lord of 27th level can call 2 Grim Reaper, 3 Bone Ship, 3 Nightcrawler, 3 Saxra, 3 Zygomind etc.

The Lord Of The Vampires (Su)
At 21th level, a Vampire Lord has proved that he is the ruler of the vampires. This gives him power over other vampires. Vampire Lord gains a touch attack that completely destroys any vampires (they don’t turn in gaseous form if they fail the fail, they are instantly slay), reducing them to dust, unless the creature makes a Fortitude save (DC 10 + ½ Vampire Lord level + Vampire Lord’s charisma modifier).

Master Of Life (Su)
At 22th level, a Vampire Lord's complete mastery over life and death grants him a touch attack that can change the creature's age. This touch attack can set a creatures age to any age category (for example its 15-70 for humans). Unless the target is willing it gets a Will saving throw (DC 10 + ½ Vampire Lord level + Vampire Lord’s charisma modifier). This is an aging effect.

Attribute Boost (Su)
At 23th level, a Vampire Lord gains +10 enhancement bonus to charisma, dexterity and strength.

At 26th level, a Vampire Lord gains +10 enhancement bonus to intelligence and wisdom.

At 29th level, a Vampire Lord gains +12 enhancement bonus to charisma, dexterity and strength.

At 32th and every 3 level thereafter the enhancement bonus increase of +2 in the progression of intelligence and wisdom and then charisma, dexterity and strength.

Total enhancement bonus at 29th: +12 Str, +12 Dex, +10 Int, +10 Wis, +12 Cha.

Blood Drain (Ex)
At 23th level the damage increase from d4 to d6, at 30th level from d6 to d8 (see nosferatu template, below) and at 90th level from d8 to d12 (see welking template, below). At 27th level, and every 10 level thereafter, a Vampire Lord Blood Drain increase his damage by 1 dice. The Vampire Lord Blood Drain now ignore immunity to ability damage or drain of creatures with blood and lower HD of his Vampire Lord level, for creature without Constitution (like Blood Golem or other Vampire) the damage or drain is instead dealt to Charisma.

Lord Of Magic (Ex)
At 24th level, a Vampire Lord asserts his dominance over magic. This grants him spell spell resistance equal to 15+Vampire Lord's class levels.

Lord Of Men (Ex)
At 25th level, a Vampire Lord is proven ruler of all blood. This grants him the ability to command and turn any creature with blood at will, as for the Command and Turn Undead feats. For this effect his cleric levels are equal to his Vampire Lord level.

Blood Tribute (Su)
At 27th level, a Vampire Lord, a number of time per day equal to 1/5 his Vampire Lord level, can use a full-round action to drain blood from all enemies within 30 feet. Each creature must succeed at a Fortitude saving throw (DC 10 + ½ Vampire Lord level + Vampire Lord’s charisma modifier) or be affected by the Vampire Lord’s blood drain ability. The Vampire Lord gains the normal benefits of all blood drained in this manner.

Negative Energy Focus (Su)
At 27th level, a Vampire Lord’s energy drain ability triggers once per successful melee attack with melee weapons or natural attacks, up to a maximum of an extra trigger per round for every 7 level after 20 the Vampire Lord has (2 at 27th, 3 at 34th, 4 at 41th, etc.).

Lord Of The Unlife (Ex)
At 28th level, a Vampire Lord's mastery over unlife allows him to use his energy drain attack against any creature, even creatures normally immune to energy drains like undead or construct.

Return (Ex)
At 30th level, if somehow the Vampire Lord dies, his body with all of his equipment turns into blood and dissolves. After 1d12 months he dramatically reappears in a safe location from any blood shed at the moment of his destruction, if there is a method to permanently kill it, it has yet to be discovered. His soul cannot be destroyed in any means. Also, once per year he can release as a full round action all the essence absorbed by Necromastery: the essence return back to life as the originary creatures made from blood (the creatures gains the blood soldier template; see below), with all the non-unique (artifact) equipment they have when they are killed by the Vampire Lord, and serve the Vampire Lord for 24 hours, or until destroyed, after that they dissolve (with their equipment) and return inside him.

The God Of Vampires
At 60th level, the Vampire Lord gains the Nosferatu epic template with some difference (see below).

The Inevitable End Of All But Me
At 320th level, the Vampire Lord gains gains the Welkin template with some difference (see below) as well after apply the nosferatu epic template. This is a point of no return: even with retraining or with the lost of his levels, the Vampirism class feature, the Nosferatu template and the Welkin template are not removed and only the divine intervention of at least a Demiurge or similar powerful Eternals can remove this from a willing Vampire Lord.

Blood Soldier (template)

“Blood Soldier” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A blood soldier uses the base creature’s stats and abilities except as noted here.

AL: Same as the Vampire Lord.

Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A blood soldier gains darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, blood soldier use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A blood soldier gains channel resistance +4, DR 5/magic and silver, amorphous and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type.

Weaknesses: Blood soldiers count as creature made of water (like water elemental) for effects like Horrid Wilting.

Speed: Same as the base creature.

Melee: A blood soldier gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the blood soldier’s size.

Ability Scores: If the creature’s Charisma score was less than its Constitution score before becoming an undead, its Charisma score becomes equal to its former Constitution.

Nosferatu Template (Epic)

Damage Reduction (Ex) [Vampire Lord]
A Vampire Lord nosferatu increase his damage reduction to equal his Vampire Lord level.

Fast Healing (Ex) [Vampire Lord]
A Vampire Lord nosferatu fast healing increase to equal his Vampire Lord level.

Blood Drain (Ex) [Vampire Lord]
A Vampire Lord nosferatu blood drain damage increase from d6 to d8.

Improved Children of the Eclipse (Su) [Vampire Lord]
A Vampire Lord nosferatu can use its children of the night ability once per hour instead of once per day. A Vampire Lord nosferatu can call with children of the night any number of the same undead creature, while their total CR sum cannot exceed triple his Vampire Lord level and the single creature cannot have a CR higher of his Vampire Lord level.

Dominate (Su) [Vampire Lord]
A Vampire Lord nosferatu can chose to use its Dominate special attack with only its voice, without the need of the eyes. When used in this way, instead of a gaze attack, this ability is a sonic, and language-dependent effect and the target must be able to hear the Vampire Lord.

Create Spawn (Su) [Vampire Lord]
Same as the base Vampire Lord except that if the creature have 20 or more HD, the Vampire Lord nosferatu can chose, if he wants, to apply the nosferatu template after the vampire template (the new nosferatu is still under the control of the Vampire Lord nosferatu that created it like normal vampire spawn or normal vampire).




Welkin Template (Epic)

Damage Reduction (Ex) [Vampire Lord]
A Vampire Lord welkin increase his damage reduction to double his Vampire Lord level.

Fast Healing (Ex) [Vampire Lord]
A Vampire Lord welkin fast healing increase to double his Vampire Lord level.

Improved Children of the Terror (Su) [Vampire Lord]
A welkin can use its children of the night ability every round instead of once per hour. A Vampire Lord welkin can call with children of the night any number of the same undead creature, while their total CR sum cannot exceed quadruple his Vampire Lord level and the single creature cannot have a CR higher of his Vampire Lord level x1.5. He can have any number of summon active at any given time.

Dominate (Su) [Vampire Lord]
Creatures controlled obey suicidal orders and do not gains a new saving throw if they are forced to take actions against their nature. The Vampire Lord welkin does not need spend at least 1 round concentrating on the ability each day. This ability works now even while the Vampire Lord welkin and the controlled creature are not on the same plane. Protection from evil and similar ability does not block this ability if the effect is not at a CL of at least the Vampire Lord welkin HD-10.

Energy Drain (Su) [Vampire Lord]
A Vampire Lord welkin energy drain ability triggers once per successful attack, up to a maximum of an extra trigger per round for every 7 level after 20 the welkin has (2 at 27th, 3 at 34th, 4 at 41th, etc.) on a given creature. The number of negative level bestowed with a successful attack increase to one negative level for every 12 Vampire Lord level. This alter the Vampire Lord energy drain ability.
 

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Obly99

Adventurer
For all the fan of Doctor Who
“Can you hear them?
All these people who lived in terror of you and your ‘judgment?’
All these people whose ancestors devoted themselves, sacrificed themselves to you?
Can you hear them singing.
Oh, you like to think you’re a god.
But you’re not a god.
You’re just a parasite eaten out with jealousy and envy and longing for the lives of others.
YOU FEED ON THEM, on the memory of love and loss and birth and death and joy and sorrow.
So...
So...come on then. Take mine. Take my memories.
But I hope you’ve got a big appetite because I’ve lived a long life and I have seen a few things.
I walked away from the Last Great Time War.
I marked the passing of the Time Lords.
I saw the birth of the universe and I watched as time ran out moment by moment until nothing remained.
No time. No space. Just me!
I walked in universes where the laws of physics were devised by the mind of a madman!
And I have watched universes freeze and creations burn.
I have seen things you wouldn’t believe!
I have lost things you will never understand!
And I know things, secrets that must never be told, knowledge that must never be spoken,
KNOWLEDGE THAT WILL MAKE PARASITE GODS BLAZE!!!
So come on, then! Take it! Take it all, baby! Have it!”
YOU HAVE IT ALL !!! Doctor Who, Season 7, Ep. 7, The Rings of Akhaten


Gallivant (Bard Archetype)

Modifies bard spells known; Replaces bardic knowledge, versatile performance, well-versed, lore master, jack of all trades.

Gallivants meander through time on a cycle of endless reincarnation, bearing witness to history as it unfolds. As a gallivant, you have the following class features.

Spells
For each spell level from 1st through 4th, you gain one fewer bard spell known than a normal bard of the same level. This modifies your bard spells known.

Mysterious Stranger (Ex)
Starting at 1st level, you add ½ your gallivant level (minimum +1) to the DC of Sense Motive, Diplomacy, and Knowledge checks to learn about you. This replace bardic knowledge.

Eternal Journey (Ex)
Starting at 1st level, you stop aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. Barring death from violence, or misadventure, a you can live forever. You do not need to breath or eat. This replace versatile performance.

Resist Death's Touch (Ex)
At 4th level, you gain a +4 bonus on saving throws against death effects, energy drain, and necromancy effects, and your are automatically stabilized when below 0 hp. This replace well-versed.

Many Lives (Ex)
At 7th level, if you are killed, you may automatically reincarnate (as the spell) 1 day later in a body of the same race of your old self. You appear in a safe location within 1 mile of your previous body. At will for the next 7 days, you can sense the presence of your remains as if using locate object as a spell-like ability. If you are killed during these 7 days, you remain dead and do not reincarnate. The many lives ability does not function if you are slain by a death effect. You cannot be raised from the dead or resurrected, though you can be reincarnated. This replace lore master.

Cheat Death (Ex)
At 10th level, once per day, you may reroll a save against a death effect, energy drain, or necromancy effect before the result of the roll is revealed. You must take the result of the second roll, even if it is worse than the original roll. This and tongues of the sun and moon replace jack of all trades.

Tongue of the Sun and Moon (Ex)
At 13th level, you can speak with any living creature.

True Eternal Journey (Ex)
At 20th level, you reincarnate after 1 day even if you are killed by a death effect or if you are killed within 7 days of the reincarnation. The only way to stop you is to use soul bind or similar methods to trap soul or permanently trap you like with Imprisonment.
 

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Obly99

Adventurer
Question on Abrogate (Cosmic Ability): how did it interract when it tried to remove an ability with multiple internal option? Eg. Two sidereals fight. Sidereal A is a Barbarian. Sidereal B use Abrogate on the Rage Power class feature. It remove a single RP of his choice or remove the entire class feature with ALL the RP?
 

Beefermatic

Adventurer
Question on Abrogate (Cosmic Ability): how did it interract when it tried to remove an ability with multiple internal option? Eg. Two sidereals fight. Sidereal A is a Barbarian. Sidereal B use Abrogate on the Rage Power class feature. It remove a single RP of his choice or remove the entire class feature with ALL the RP?
I would allow it to abbrogate the rage class feature, which, without that they would be unable to access their rage powers yes.
 

Obly99

Adventurer
I would allow it to abbrogate the rage class feature, which, without that thy would b unable to access their rage powers yes.
I know. But in specific with a class feature with multiple selection like Rage Power, Hex of a Witch, Rogue Talends, Abrogate remove only one or the entite class feature,
 

Beefermatic

Adventurer
I know. But in specific with a class feature with multiple selection like Rage Power, Hex of a Witch, Rogue Talends, Abrogate remove only one or the entite class feature,
Rage powers require a person to be in a rage to use. So without access to rage they wouldn't be able to use it. Like you could abrogate a casters spellcasting and they wouldn't be able to use metamagic by proxy of being unable to cast magic
 

Obly99

Adventurer
Rage powers require a person to be in a rage to use. So without access to rage they wouldn't be able to use it. Like you could abrogate a casters spellcasting and they wouldn't be able to use metamagic by proxy of being unable to cast magic
I understood that but it does not resolve my doubt. Let's go with the Hex of the Witch then. Do you abrogate one or the whole class or just a variant (basic, major, greater)? They don't depend on an ability score (like spellcasting) or another ability (like rage power).
 

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