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The Demented One
2006-10-16, 05:42 PM
Vampiric Magus
Vampires condiser themselves majestic creatures, lords among the ranks of the undead. Thus, it is unsurprising that many nightwalkers are drawn to the noble art of the arcane. Blending their innate profane power with the magic achieved through sheer force of will, these vampiric magi are feared above almost all other dark mages.

d12 HD

Requirements
To qualify to become a Vampiric Magus, you must fulfill all the following criteria.
Alignment: Any evil
Race: Vampire, Vampire Spawn, or Half-Vampire. Alternatively, must have the Vampiric bloodline.
Feats: Spell Focus (Necromancy), Greater Spell Focus (Necromancy)
Skills: Concentration 10 ranks, Spellcraft 10 ranks
Spells: Able to spontaneously cast 3rd level arcane spells of the necromancy school

Class Skills
The Vampiric Magus’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

{table]
Level
BABFort
RefWill
SpecialSpellcasting
1st+0+0+0+2Necrotic Lore, Touch of Enervation+1 level of existing arcane spellcasting class
2nd+1+0+0+3Children of the Grave+1 level of existing arcane spellcasting class
3rd+1+1+1+3Spared from the Sun+1 level of existing arcane spellcasting class
4th+2+1+1+4Necropotence+1 level of existing arcane spellcasting class
5th+2+1+1+4Drain Magic+1 level of existing arcane spellcasting class
[/tr]
[/table]
Class Features
All the following are class features of the Vampiric Magus prestige class.

Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.

Spellcasting
Whenever you gain a new Vampiric Magus, you gain new spells per day and spells known as if he had also gained a level in whatever spontaneous arcane spellcasting class in which he could cast 3rd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.

Necrotic Lore (Ex)
At each level, you learn one necromancy spell drawn from the Wizard/Sorcerer spell list as a bonus spell known. The spell may be of any level other than the highest level of spell you can currently cast.

Touch of Enervation (Su)
You may use your energy drain ability with touch attacks, instead of just your slam attack. You may still only use it once per round.

Children of the Grave (Su)
At 2nd level, whenever you use your children of the night ability to summon animals, you may choose to apply either the skeleton or zombie template to all summoned creatures. All summoned creatures are treated as being your familiar, your effective level for determining the benefits they gain is equal to your highest arcane caster level. However, you suffer no ill effects if these summoned “familiars” are killed. In addition, whenever you use your alternate form ability to take on an animal’s shape, you gain either the skeleton or zombie template for as long as you remain in the animal form.

If you are a vampire spawn or half-vampire, you do not gain this ability. Instead, you gain either the alternate form or children of the night ability of a full vampire.

Spared from the Sun (Su)
At 3rd level, you may as a standard action expend a spell slot that could have been used to cast a necromancy spell you know. If you do, you become immune to the deleterious effects of sunlight for a number of minutes equal to the spell slot’s level.

Necropotence (Su)
At 4th level, whenever you cast an arcane necromancy spell, you gain turn resistance equal to the spell’s level until the beginning of your next round.

Drain Magic (Su)
At 5th level, whenever you use your blood drain ability to deal Con damage to a creature, you feast on its soul, dealing an equal amount of Cha damage. You gain a number of bonus spell slot whose levels do not total any greater than the total amount of Cha damage dealt throughout the course of the grapple. These bonus spell slots can only be used to cast necromancy spells. The bonus spell slot lasts until you next rest to regain spell slots.

The Demented One
2006-10-16, 05:45 PM
As a extra, here's Ravenloft's ultimate badass, Count Strahd, Darklord of Barovia, recast as a Vampiric Magus. It's a long one, but is useful in any high-level Ravenloft campaign.

Count Strahd von Zarovich
Human Vampire Dread Necromancer 15/Vampiric Magus 5
Size/Type: Medium Undead (Augmented Humanoid)
Hit Dice: 20d12 (130 hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 31 (+5 Dex, +6 armor, +6 natural, +4 deflection), touch 19, flatfooted 26
Base Attack/Grapple: +9/+13
Attack: Slam +13 melee (1d6+4 plus energy drain) or Charnel Touch +14 melee (1d8+3) or +4 Bastard Sword +17 melee (1d10+8/19-20) or +2 Composite Longbow +16 ranged (1d8+6/x3)Full Attack: Slam +13 melee (1d6+4 plus energy drain) and Charnel Touch +9 melee (1d8+3) or +4 Bastard Sword +17/+12 melee (1d10+8/19-20) or +2 Composite Longbow +16/+11 ranged (1d8+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, charnel touch, children of the grave, children of the night, create spawn, dominate, drain magic, energy drain, fear aura, negative energy burst, rebuke undead, scabrous touch
Special Qualities: Alternate form, damage reduction 8/bludgeoning and magic, damage reduction 10/silver and magic, darkvision 60 ft., gaseous form, resistance to cold 10, fire 20 and electricity 10, master of the realm, necropotence, spared from the sun, spider climb, summon familiar, touch of enervation, turn resistance +4, undead mastery, undead traits, vampire weaknesses
Saves: Fort +9, Ref +16, Will +17
Abilities: Str 18, Dex 20 (Base 18), Con –, Int 15, Wis 12, Cha 30 (Base 24)
Skills: Bluff +18, Concentration +33, Hide +13, Intimidate +33, Knowledge (Arcana) +13, Knowledge (Ravenloft) +8, Knowledge (Religion) +8, Listen +16, Move Silently +13, Search +10, Sense Motive +9, Spellcraft +25, Spot +16
Feats: AlertnessB, Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning ReflexesB, Spell Focus (Necromancy)B, Greater Spell Focus (Necromancy), Extend Spell, Empower Spell, Positive Energy Resistance (http://realmshelps.dandello.net/cgi-bin/feats.pl?Energy_Resistance,LM), Fell Animate (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fell_Animate,LM), Metamagic School (Necromancy)
Challenge Rating: 22
Possessions: +4 bastard sword, +2 composite longbow (Str +4), amulet of proof against detection and location, bracers of armor +6, cloak of resistance +3, crystal ball, gloves of dexterity +2, ring of major fire resistance, ring of protection +4, rod of absorption, vestment of charisma +6
Alignment: Chaotic Evil
Spells Per Day: 9/9/8/8/8/8/7/7/6
Spells Known: 1st–bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment; 2nd–blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict moderate wounds, ray of sickness*A scare, spectral hand, summon swarm, summon undead II*; 3rd–crushing despair, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III*, vampiric touch; 4th–animate dead, bestow curse, black tentacles, burning blood*A contagion, death ward, dispel magic, enervation, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV*; 5th–blight, cloudkill, fire in the blood*, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood*, slay living, summon undead V*, undeath to death, unhallow, waves of fatigue; 6th–acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, planar binding, symbol of fearA waves of exhaustion; 7th–control undead, destruction, finger of death, greater harm*, mass inflict serious wounds, song of discord, vile death*; 8th–avascular mass*A, blackfire*A, cloneA, create greater undead, greater bestow curse*A, horrid wilting, mass inflict critical wounds, skeletal guard*A, symbol of death; 9th–energy drain, imprison soul*, mass harm*, plague of undead*, wail of the banshee
*From Heroes of Horror or Spell Compendium
ASpell learned through advanced learning or necrotic lore

Blood Drain (Ex)
Count Strahd can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, he gains 5 temporary hit points.

Charnel Touch (Su)
Once per round as an attack action, Count Strahd may make a melee touch attack against a living opponent that deals 1d8+3 damage. When used against undead, including himself, it instead heals 1d8+3 damage.

Children of the Grave (Su)
Whenever Count Strahd uses his children of the night ability to summon animals, he may choose to apply either the skeleton or zombie template to all summoned creatures. All summoned creatures are treated as being his familiar, with an effective level of 20th for determining the benefits they gain. However, he suffers no ill effects if these summoned “familiars” are killed. In addition, whenever he uses his alternate form ability to take on an animal’s shape, he gains either the skeleton or zombie template for as long as he remains in the animal form.

Children of the Night (Su)
Count Strahd can once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve him for up to 1 hour.

Create Spawn (Su)
A humanoid or monstrous humanoid slain by Count Strahd’s energy drain rises as a vampire spawn 1d4 days after burial. If he instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less 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 Count Strahd and remains enslaved until his destruction. At any given time Count Strahd may have enslaved spawn totaling no more 28 Hit Dice; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so Count Strahd can control a number of lesser vampires in this fashion. Count Strahd may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)
Count Strahd can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that he must use a standard action, and those merely looking at him are not affected. Anyone he targets must succeed on a DC 27 Will save or fall instantly under his influence as though by a dominate person spell, caster level 12th. The ability has a range of 30 feet.

Drain Magic (Su)
Whenever Count Strahd uses his blood drain ability to deal Con damage to a creature, he feasts on its soul, dealing an equal amount of Cha damage. He gains a number of bonus spell slot whose levels do not total any greater than the total amount of Cha damage dealt throughout the course of the grapple. These bonus spell slots can only be used to cast necromancy spells. The bonus spell slot lasts until he next rests to regain spell slots.

Energy Drain (Su)
Living creatures hit by Count Strahd’s slam attack gain two negative levels. For each negative level bestowed, Count Strahd gains 5 temporary hit points. Count Strahd can use his energy drain ability once per round.

Fear Aura (Su)
As a free action, Count Strahd may emanate an 5 ft. aura of fear. All creatures caught in it must make a DC 27 Will save or be shaken for that round. A creature that successfully saves against Strahd’s fear aura cannot be affected by it again for 24 hours.

Negative Energy Burst (Su)
Three times per day, Count Strahd may unleash a 5-foot radius burst of negative energy centered on himself. The burst deals 15d4 points of damage to living creatures caught in it, Will DC 27 half. Undead creatures in the burst, including Strahd himself, are instead healed 15d4 points of damage.

Rebuke Undead (Su)
13 times per day, Count Strahd may rebuke undead as a 15th level cleric.

Scabrous Touch (Su)
Twice per day as a free action, Count Strahd may imbue his touch with disease. He may make a single touch attack to inflict this disease on a foe, as the contagion spell, inflicting the disease of his choice with no incubation time unless his opponent makes a DC 27 Fortitude save.

Touch of Enervation (Su)
Count Strahd may use your energy drain ability with touch attacks, instead of just his slam attack. He may still only do so once per round.

Alternate Form (Su)
Count Strahd can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, he loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of its new form. He can remain in that form until he assumes another or until the next sunrise.

Gaseous Form (Su)
As a standard action, Count Strahd can assume gaseous form at will as the spell, caster level 5th, but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Master of the Realm (Su)
As a Darklord, Count Strahd has a unique bond to the land of Barovia and Castle Ravenloft. He can open or close any of the doors or gates of Old Svalich Road and Castle Ravenloft as a free action from anywhere within Barovia. He senses the entry of any creature with an Int score of 3 or higher into Castle Ravenloft. He may control his horse-drawn carriage as if he were driving it from anywhere within Barovia as a free action, and also senses the approach of any creature with an Int score of 3 or higher to within 30 ft. of the carriage, or when such a creature enters or exits the carriage.

Necropotence (Su)
Whenever Count Strahd casts an arcane necromancy spell, he gains turn resistance equal to the spell’s level until the beginning of his next round.

Spared from the Sun (Su)
Count Strahd may as a standard action expend a spell slot that could have been used to cast a necromancy spell he knows. If he does, he becomes immune to the deleterious effects of sunlight for a number of minutes equal to the spell slot’s level.

Spider Climb (Ex)
Count Strahd can climb sheer surfaces as though with a spider climb spell.

Summon Familiar (Ex)
Though Count Strahd can summon a familiar, he has chosen not to do so, seeing it as an unnecessary weakness.

Undead Mastery (Ex)
All undead created by Count Strahd gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hp per HD. In addition, when using the animate dead spell, he can control a total of 280 HD of undead, and when using the create undead spell, 240 HD of undead.

Vampire Weaknesses (Ex)
As a Darklord, Count Strahd is immune to the negative effects of garlic, mirrors, and holy symbols. Count Strahd is still unable to cross running water, although he can be carried over it while resting in his coffin or aboard a ship. He is utterly unable to enter a home or other building unless invited in by someone with the authority to do so, though he may enter any building within Barovia without being invited, as it is all his.

Reducing Count Strahd’s hit points to 0 or lower incapacitates him but doesn’t always destroy him. However, certain attacks can slay him. Exposing him to direct sunlight disorients it: As a Darklord, he can spend a minute in sunlight before being destroyed, but he can still only take partial actions. Similarly, immersing him in running water robs him of one-third of its hit points each round until he is destroyed at the end of the third round of immersion. Driving a wooden stake through his heart instantly slays him. However, he returns to life if the stake is removed, unless the body is destroyed.

Gyrfalcon
2006-10-16, 07:46 PM
I like this, but I'd remove the requirement for spontaneous casting of arcane spells - after all, vampires are effectively immortal, and have more then enough time to learn arcane magic by the book (wizard) as well as through other means. :)

Triaxx
2006-10-16, 08:00 PM
Interesting, but i'd have gone with Vampiric instead of Zombie as a familiar template. Instead of a Zombie Wolf, you get a Vampiric Wolf.

The Demented One
2006-10-16, 08:08 PM
I like this, but I'd remove the requirement for spontaneous casting of arcane spells - after all, vampires are effectively immortal, and have more then enough time to learn arcane magic by the book (wizard) as well as through other means. :)
Vampires are far more charismatic beings than they are scholarly, and a lot of it works off spell slots. Anway, why bother going into the class as a wizard when there's dread necromancer?


Interesting, but i'd have gone with Vampiric instead of Zombie as a familiar template. Instead of a Zombie Wolf, you get a Vampiric Wolf.
Sadly, only humanoids can be vampires.

Krimm_Blackleaf
2006-10-17, 02:38 AM
For god's sake, just how many BBEG ideas are you going to pump into my head before I'm running the council of doom?

Khantalas
2006-10-17, 08:50 AM
Vampires are far more charismatic beings than they are scholarly, and a lot of it works off spell slots. Anway, why bother going into the class as a wizard when there's dread necromancer?

Sadly, only humanoids can be vampires.

Not really. Monster Manual vampire template can be applied to monstrous humanoids, too, and the monstrous vampire template from Ghostwalk can also be applied to a variety of creatures, and in the setting, vampiric yuan-ti are pretty numerous as they cannot be ghosts. I don't know if it can be applied to animals, but I'm willing to bet it is.

Fax Celestis
2006-10-17, 01:32 PM
Vampire bloodline applies?

The Demented One
2006-10-27, 04:32 PM
Vampire bloodline applies?
If you find someone who plays with bloodlines, sure.