Vampire as a PrC (kinda)

trentonjoe

Explorer
This is a work in progress. Any input would be appreciated.


INTRO
Ceagley awoke when the sun went down. He felt different and stronger. He could see farther and hear things he wasn’t able to do before. Then the sun came up and he felt a new pain.

The last thing he remembered, and what he dreamed about most, was the pale man. He stood over Ceagley. Ceagley has been attacked by a bear and was bleeding to death. “ I can help you,” the pale man said. “You will become like me though, unable to go into the sun. It is your choice would you like to no longer ever see the sun or never see the sun and the moon?”

Ceagley agree to let the man save him. As the man bit his neck the world began to swirl. The last thing the pale man said was, “ People will fear you, and there are many of us with black hearts. Do not become one of them.”

As the years passed, Ceagley grew in power. His senses became more acute and he learned to change his form. After many years he realized what he had become. A vampire.



EXPLANATION

Not all vampires are evil. Often when a good aligned vampire drinks the blood of a good creature the creature slowly transforms into a vampire. The new vampire gains many of the same powers of a traditional vampire but gains them slowly. The new vampire is not under the control of the one who created him.

This “template” or Prestige Class (for lack of better words) can be added to any character class if the situation is presented. PC still gain experience but choose to take a level in vampire. The character gains no new HD, skill points, or save bonuses like a regular level but gains standard vampiric abilities. After the 6 levels of vampire are taken, they may take character levels normally.




Benefits:

1st level:
Type: The creature’s type changes to "undead."
Hit Dice: Increase to d12.
Attacks: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better.
Size Damage
---- ------
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Note: All DCs for saving throws are 10 + 1/2 vampire’s HD + vampire’s Charisma modifier unless noted otherwise.

2nd level:
Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.

3rd:
Energy Drain (Su): Living creatures hit by a vampire’s slam attack suffer 1 negative level.

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

4th:
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.

5th:

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s death. A good vampire can choose to create a vampire that is not under his/her control however.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

6th:

Energy Drain (Su): Living creatures hit by a vampire’s slam attack now suffer 2 negative levels.
Additional abilities:

Level Natural AC Bonus Alternate Form Fast Healing Ability increase Skill Increase Feat DR Cold and Electricity Resistance Turn Resistance
1 +1 Bat 1/round +2 Str+2 Dex +4 Spot, Listen, Search Alertness 5/silver 3 +1
2 +2 Wolf 2/round +2 Str+2 Chr +4 Move, Hide Dodge 5/+1 7 +2
3 +3 Dire Bat 3/round +2 Int+2 Wis +4 Bluff, Sense Motive Improved Initiative 10
4 +4 Dire Wolf 4/round +2 Str +4 Spot, Listen, Search Combat Reflexes 10/+1 13 +3
5 +5 5/round +2 Dex +4 Move, Hide Lightning Reflexes 17
6 +6 6/round +2 Chr +4 Bluff, Sense Motive 15/+1 20 +4




Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.

Fast Healing (Ex): A vampire heals damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at its normal rate

Ability and Skill increases are racial.




Vampire Weaknesses
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented, holy symbol. These things don’t harm the vampire-they merely keep it at bay.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire
Simply reducing a vampire’s hit points to 0 or below incapacitates but doesn’t destroy it. However, certain attacks can slay vampires.
Exposing any vampire to direct sunlight disorients it: It can take only partial actions and is destroyed utterly on the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round.
Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
 
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