Cipher Stars
2012-06-24, 09:26 PM
Vampire: Arch Princess
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/418238-800x600-422e07429b2515d014c46ee681a0dd18.jpg
I would give you the link to this image's source as I always do but unfortunately it is renown for pornographic content. So no links.
Vampire Arch Princes are exceedingly are and the ones that do exist rarely know what they are. They can even become normal vampires, or vampire lords without their Arch Prince traits awakening. Their traits must be awoken through ritual only, it cannot be woken on its own. As such, a creature can carry out a full mortal life and die without realizing its true potential.
To become a Vampire Arch-Prince, a creature must first become a vampire, then a vampire lord (or Dread Vampire). If they are not yet a vampire, the ritual makes them one. After living as a vampire for six hundred and sixty six days, and having consumed human blood, the vampire becomes a vampire lord. Nine hundred and ninety nine days later the vampire must have killed nine full blooded vampires, not vampire spawn, if they have done so then their Arch-Prince blood that has been waiting, forcing the body to evolve faster now that it has been awoken, makes itself known and the creature becomes an Arch Prince.
This template covers the Arch Prince, but does not cover the Vampire and Dread Vampire / Vampire Lord templates.
The Ritual:
The ritual is brief, it takes place by a Vampire Lord or Dread Vampire who was created by an Arch Vampire. It is a mystery how the first Arch Vampire was created, some say they crept through time, others say it was the work of a greater deity, a more logical theory is that there is a method of awakening that has been lost to time or that the first Arch Vampire was self-awakened by a great celestial event of some sort that shook the material plane back in the times when the law was Primordial and deities were just being made.
The Ritual takes a full round action, that is, it takes 6 to ten seconds to complete.
To complete the ritual the vampire to be awakened must be within a symbol written in an unknown language but the symbol itself is passed around between those granted the knowledge of how to awaken an arch vampire. The symbol itself takes an hour to draw and requires a ritual in and of itself to activate, but need only be drawn once and those tasked with the quest to find arch vampires usually has a large roll of leathery paper that appears to be made out of human skin. On this skin-like leather is tattooed the symbol needed for awakening.
The ritual to activate the symbol if it has just been drawn can be done one of two ways:
The awakener to be and the soon-to-be arch vampire must engage in a certain carnal act atop the symbol. Sometime during the act blood must be exchanged between them in some manner.
or
The awakener must sacrifice a number of rubies equal to 1,000 times the arch vampire's hit dice, which are powered and poured into the center of the symbol. It then spills the blood of a virgin female and a virgin male onto the pile, two of each if they are not to be killed in the process (only one of each is required if they die). As the blood spills, it behaves like acid on the powered rubies and the blood and powder eat away at each other until they are consumed and the symbol is activated.
Once they have an activated symbol:
The Awakener unravels the symbol and lays it out on the ground. The arch vampire must be within it, though not necessarily centered. Once it enters the Awakener says but a simple phrase, the meaning of it is lost to time but the words none the less are passed down just as the symbol is.
Once that is complete, the ritual is finished and the vampire is awakened.
It is not an instantaneous change, but is pretty quick regardless. On the first round after awakening, the vampire is wracked with pain, taking 1/10th its HP in damage that cannot be negated. Its skin burns bright and their flesh withers and turns black while deep red flames occasionally eat through the flesh in places, burning through. The vampire is instantly hit with this pain, and falls prone and helpless and can think of nothing but the immense pain they are in.
On the second round, they take 4/10ths their HP as damage that cannot be negated. Its skin is completely black and appears to be turning into ash in places and they may lose a few fingers that fall off like the end of a spent cigar. Their eyes are now orbs of flame and the vampire is blinded, deafened, and needless to say it can't feel anything but pain right now.
On the third round, it takes 5/10ths their HP as damage that cannot be negated. Its body seems to collapse on itself, having been burnt through. It dies.
On the 4th round, they are fully an awakened Arch Vampire now and their Arch Vampire's regeneration kicks in, ignoring the damage it has taken and converts it to nonlethal as it is not Fire damage, but unholy energy strewn from an ancient place of dark power older then the layers of hell itself and burned away all impurities in the arch vampire.
They regenerate rapidly in this 4th round, their body growing back out of the ashes aided by the unholy energy which boosts what their normal regeneration would be by x10 until they are whole again, their body looks almost molten and ghostlike in appearance. During this stage the symbol that is under the arch vampire flairs with a deep scarlet color.
On the round that their regeneration completely restores their health back to full, the molten appearance dies out and the color from the symbol drains, all of it seems to soak into the arch vampire's body, snaking its way into the Arch-Vampire's eyes which appear to be a maddening shade of red and smoking with the same vibrant color the symbol was glowing with.
The ritual is complete and the arch vampire is whole.
Creating an Arch Prince or Princess:
“Arch Prince”, hereafter referred to as arch vampire, is an acquired template that can be added to any creature that has met the requirements shown above. An Aarch vampire uses all the base creature's statistics and special abilities except as noted here.
Epic Archvampire:
The Archvampire uses these stats once it hits 25 levels, if the DM allows and all that.
Note. This is said to be broken beyond belief and should only be used in Epic Games where people are meant to be ubber badasses that are nearly impossible to kill directly. Do note however that killing is only one means of eliminating something.
Level Adjustment (3.X): +12?
or:
Challenge Rating (Pathfinder): +6?
Alignment: An arch vampire retains its own alignment, and in fact is freed from restrictions previously set by past templates. Its mind becomes truly its own and can go as far as to become good aligned.
Hit Dice: Increase all hit dice to d12s and add Charisma modifier in place of constitution.
Senses: The arch vampire retains all the base creature's special senses and gains the following:
Blindsight (Ex):
Using its keen sense of hearing, an arch vampire can discern the area around it without sight, in a manner similar to a bat but without making its own noise. An arch vampire has blindsight to a range of 60 feet, or its existing blindsight increases by 30ft unless it uses a different sense then hearing, in which case they become two separate blindsights, this one remaining at 60ft.
See in Dark(Ex):
An arch vampire loses its darkvision and low-light vision if it has them and gains See in Dark. They are completely unaffected by darkness magical or otherwise, and distinguish color just as if it was in light.
Arch-Vampire's Scent (Ex):
An arch vampire has a very pleasing scent of its own, and can use its sense of smell to far greater means then the standard "scent" ability.
A creature capable of smelling anything within normal sniffing rage needs to make a DC = vampire's charisma + 10 + 1/2 HD or it is effected as though it failed a diplomacy check to increase its attitude towards the vampire. This can eliminate the will to fight, calm an assailant, or even make it friendly or helpful- even fanatical after enough exposure.
While their scent is great, their taste is even better. A creature that bites or otherwise tastes an arch vampire is under the same effect as the smell, but it improves two steps. Stacks with the smell. A Fanatical creature may be a complete save and does anything to please the arch vampire if not just to taste them once more.
Other arch vampire are immune to this effect, but lesser vampires are effected twice as much then a normal creature would be (improving four steps if it bites her, or improving two if it smells her). A creature is only effected by this ability once every 24 rounds and it lasts until it goes a week without smelling her, or for the tasting it lasts a month.
Her own scent ability is vastly improved. She can determine sex, race, alignment, and the general idea of the class someone she smells is in. She can also use a sense motive check with a +10 to determine the recent activities of a creature by lingering scents on their body.
The arch vampire is automatically aware of anyone within 200ft in an area without wind. 400ft if she is downwind, and 100ft if the wind is unfavorable. She is not overpowered by strong scents, but if such scents are in the area, the area adjacent to the item or person is obscured. Such items include Garlic, or exceedingly strong smelling flowers or fruit. A person who has not bathed in months and spends a lot of time sweaty counts as well, especially if its of a gender the arch-prince would find attractive as it's scent is noticeably stronger.
Speed: If the base creature has both a fly speed and a land speed, the lower of the two increases to match the higher and both increase again by half its current value after scaling. If it lacks one of those speeds, the arch prince gains the missing mode of movement at a speed equal to the other, plus half again on both. If the base creature lacks both modes of movement, the arch vampire gains both at a speed equal to the base creature's highest speed.
The arch vampire also gains a swim speed, the arch vampire retains it and adds half its value again. If it does not have one, it gains 1/2 its highest speed as a swim speed.
Armor Class: The arch vampire's natural armor bonus improves by +2 over that of the base creature.
Arch Princes gain a deflection bonus to AC equal to their charisma modifier similar in nature to that of ghost's.
Attack: Arch-Vampire's natural attacks are considered Ghost-Touching and Cold Iron with an effective enhancement bonus equal to 1/4th its total HD or character level +2 for the purposes of overcoming damage reduction or similar effects.
Damage: The arch vampire's slam attack improves, doing damage as follows plus dealing 1 negative level- unlike past energy drain effects, this is usable on any natural weapon attack instead of once a round maximum- however it is only 1 negative level at a time unlike in the past.
{table=head]size | damage
Fine|1d2
Diminutive|1d3
Tiny| 1d4
Small |1d6
Medium|1d8
Large|2d6
Huge|2d8
Gargantuan|4d6
Colossal|4d8[/table]
Special Defenses: The arch vampire retains all the base creature's special defenses and gains the following:
Turn Immunity(Ex)
An arch vampire is immune to being turned or rebuked. Any attempt automatically fails.
Vampire Ascension (Ex)
An arch vampire loses all weaknesses gained from its past vampire templates, including weakness to sunlight.
It does not need a coffin anymore in order to reform, and does so automatically in four hours if it can merely find any ally of the arch vampire. Ally in this case being anyone who considers themselves to be an ally.
Special Attacks: The arch vampire retains all the base creature's special attacks and gains or changes the following:
Blood Drain (Ex)
An arch vampire can suck blood from a living victim with its fangs whenever it merely succeeds on a bite attack. This bite attack deals 1d3 constitution damage and 1 strength damage.
If the arch vampire is successful in a grapple, it can instead deal 1d6 constitution and strength drain when ever it maintains a pin.
Any creature slain with this ability rises as a Dread Vampire or Vampire Lord and is bound to the arch vampire in eternal servitude even if the arch vampire is slain they must continue to carry out the arch vampire's remaining desires but after the arch vampire is slain, this is merely considered to be a geass/quest effect and can be dispelled or otherwise broken.
An arch vampire can only have a number of vampire minions in this manner up to a total HD of controlled minions up to its character level/HD + Charisma modifier x4. Further vampires created in this manner are put on standby, not being compelled to obey the arch-vampire until the arch vampire's total controlled HD is reduced or grows so that the standby vampire's HD fits within the total, such as if an existing vampire dies.
Previous create spawn abilities still apply and those spawn do not account against the limit shown here, as this limit is only for dread vampires and/or vampire lords, depending on which you use.
Dominate (Su)
An arch vampire can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that it requires a standard action, and a creature that merely looks at the arch vampire is not affected. Anyone the arch vampire targets must succeed on a Will save (DC 10 + 1/2 arch vampire's character level + arch vampire's Cha modifier) or fall instantly under its influence as though by a dominate monster spell (caster level equals arch vampire's character level).
Range for this effect is merely sight, the vampire must see the victim while the victim can see the vampire.
A dominated victim can be subject to Probe Thoughts, Detect Thoughts, and Modify Memory at will.
Supernatural Abilities:
Arch vampire's spell like abilities increase and become Supernatural with more uses, or are gained, as follows:
At-Will—darkness, fog cloud
3+HD/day—deeper darkness.
Spell-Like abilities:
Arch Vampire's gain spellcasting as a sorcerer of their HD. These spells are spell-like and can be used a number of times per day just like a sorcerer +3/day per spell level. Once a spell is chosen it is permanent, it can't be traded or replaced but they still count for metamagic.
Special Qualities: The arch vampire retains all the base creature's special qualities and gains the following:
Regeneration (Ex): The arch vampire regenerates a number of HP in a round equal to 1/2 its level + arch vampire's charisma mod.
This regeneration is overcome by divine damage (Damage stemming from divine power, such as any spell cast from a Deity, or spells stating it deals divine damage such as Flame Strike.), and by silver weapons in a Hallowed area, or that are blessed to be hallowed (A process requiring a Miracle spell).
Undead are naturally immune to nonlethal damage, regeneration makes them immune to lethal damage.
An arch vampire is immune to both forms of damage and can only be harmed by silver weapons in a hallowed area, or by divine damage as with that by a Flame Strike spell or similar effect. When they would be damaged, the arch vampire can feel it about as well as they can feel being touched but there is no pain registry in the least and no matter where the damage is located it has about the same effect as shooting a pool of water with an arrow would. If the damage does not overcome the regeneration, then the arch vampire regenerates it almost instantly (instead of saying their just outright immune, because thats not as fun).
An arch vampire is NOT destroyed when reduced to 0 HP, but when reduced to -10 HP.
When it would be, the arch vampire becomes under the effect of gaseous form, as the spell but ethereal instead of incorporeal, but appears to be made of the same smoke from eyes of madness and it can move at its normal flying speed and even take run actions. The arch vampire has 2 hours to find anyone that considers it an ally. If your part of some religious order or cult or whatever, they count. If you have a vampire coven, coven members count. If you have close friends who are in a nearby village, they count.
The arch vampire needs to get to them before the time runs out. If time runs out, the arch vampire returns to a solid form at -10 HP, but remains there. Not entirely destroyed yet.
To destroy the arch vampire, one must wait for it's gaseous form to end, and while it is incapacitated and helpless in an unconscious like state after its gaseous form ends they can take the body, or hallow the area then and there. Then cut the body into seven piece: Arm, Arm, Leg, Leg, upper torso, lower torso, Head.
Each piece must be burned with divine fire and turned to ash.
Each piece's ashes must be placed in their own containers full of holy water and made of silver and gold. The containers must then be separated by two hundred miles away from the others. A shrine, temple, obelisk or similar religious construct must be constructed to a deity who considers the arch vampire to be an enemy. This shrine is built around the container and then hallowed.
Every fifty years, a priest or priestess must retrieve the containers and bring them all together, where the containers are placed inside an outer container filled with holy water, and the outer container and its holy water is replaced every fifty years. During this time, a miracle spell is cast and the ash breaks apart again, which if the container is glass or opened one would notice the ash seems to have taken on a vague shape of the limb or body part it once was.
If this ceremony is not completed within a month of the date the vampire was slain every 50 years, the ash becomes fleshy particles and regenerate to become fully formed again. If this happens, the containers need to be drained and the limbs remaining separated are to be taken to a mountain top from which at least three waterfalls are found in the top half of the mountain.
At the top of this mountain, a Solar must be summoned who personally casts its wish spell-like ability to turn the limbs to ash once again.
If this is not done within one month after the ash turns to flesh, the limbs are fully empowered and assume a gaseous form to reunite its body and since each limb is fully regenerated they need only reconnect to instantly become whole. The arch vampire is now complete and once again to torment the living.
So its highly suggested you don't miss a ceremony date, or let thieves steal the containers.
After 1,500 years pass the vampire is completely destroyed, and reincarnates as a normal mortal human who is an unawakened arch-vampire. As a mortal, they can simply be stabbed in the gut and they finally die for real and since they've become mortal their soul has been reestablished and can take them to their afterlife.
Arch Vampire's Grace (Su): An arch vampire is completely uneffected by gravity in regards to any surface. It never requires a climb check and can walk on ceilings, slopes, walls, and even over slick surfaces such as ice or a grease effect without any penalties. It can walk on any surface no matter how thin, such as a narrow rope or even the head of a caltrop. An arch vampire always succeeds on balance checks.
Eyes of Madness (Su): An arch vampire is identified by a pair of burning red eyes (http://mimg.ugo.com/200905/9586/night-watch.jpg) that appear to release an endless stream of exceedingly red smoke. This smoke never blocks the arch vampire's vision at all, and is barely registered by the arch vampire unless it wishes to notice it.
This red smoke covers the eyes, and is not a part of it.
The smoke trails behind an arch vampire as it moves and looks about. There is something odd about the smoke though in the way it behaves. Instead of dispersing, it appears to contract and condense whenever the arch vampire moves and even when it is not moving the smoke seems to retain something of its shape even as it slowly billows away. The smoke never leaves within 10ft of the arch vampire and lingers in the air for 60 seconds.
Eyes of Madness can be suppressed if the vampire has not used any of its Activated vampire abilities within the last five minutes. Passive vampire abilities, such as regeneration, do not count against this but others like Blood Drain or Dominate do. This includes vampire abilities from previous vampire templates. Change Shape does not count against this while it is active, the initial use of it however does provoke the Eyes to manifest. but five minutes later they can again be suppressed as normal even if its sill in the new form.
Once per day, for a number of rounds equal to 3 + arch vampire's charisma modifier, these rounds can be broken up among the day as you like, when a living creature enters within 10ft of the smoke, it disconnects from its normal behavior near the arch vampire and persues the living instead. If the creature fails a reflex save against the DC set by the arch vampire (typical 10 + 1/2 hd + chamod) the mist gathers itself in the eyes of the living creature and blinds it for 1d12 rounds at the end of which time the smoke dissipates. The smoke slowly eats away their eyes, dealing 1 point of damage each round. If it deals damage equal to 1/4th the creature's constitution score, the creature is permanently blinded and takes 1d4 points of constitution drain. If it is not enough to permanently blind it by the time the smoke dissipates, the creature's vision is merely blurred for twice as long as the smoke remained over their eyes. While blurred, they take a -20 to checks made to spot things, and takes a 25% miss chance when attacking. This chance is 50% at 10ft or farther. 20ft or farther and it is effectively invisible.
While blinded by this effect, the creatures vision is taken elsewhere, they are shown visions of great destruction, fears, and sorrows. They must succeed a will save, same DC as the reflex save, or become panicked. If they succeed on the save, they are instead shaken. The panicked condition lasts for 2d12 rounds at which time they make another will save, if they succeed- they are freed from the panicked and reduced to a shaken effect for 5 rounds. If they fail, the condition lasts for 4d12 rounds and they are under the effect of Confusion in addition to panicked. Confusion supersedes panicked when possible. If they would act normally, or attack caster, they act as though panicked and cornered- crouching down covering its head and babbling incoherently. They receive one last will save after the 4d12 rounds. If they fail this save, the confusion and panicked state are permanent. If they succeed they are freed but permanently shaken until someone casts remove curse on them.
Abilities: The arch-vampire's ability scores increase from their past bonuses from her vampire templates as follows:
Str +8, Dex +6, Int +4, Wis +4, Cha +6.
Skills: A arch-vampire receives a +10 racial bonus on Bluff, Perception, Sense Motive and Stealth checks.
Environment: any, usually same as the base creature.
Organization: solitary, pair (rare), or troop (1–2 plus 2–5 vampire lords plus 4-8 vampire spawn).
Treasure: triple standard.
Nonepic Archvampire:
More usable Archvampire template.
Level Adjustment (3.X): +12?
or:
Challenge Rating (Pathfinder): +6?
Alignment: An arch vampire retains its own alignment, and in fact is freed from restrictions previously set by past templates. Its mind becomes truly its own and can go as far as to become good aligned.
Hit Dice: Increase all hit dice to d12s and add Charisma modifier in place of constitution.
Senses: The arch vampire retains all the base creature's special senses and gains the following:
Blindsight (Ex):
Using its keen sense of hearing, an arch vampire can discern the area around it without sight, in a manner similar to a bat but without making its own noise. An arch vampire has blindsight to a range of 60 feet, or its existing blindsight increases by 30ft unless it uses a different sense then hearing, in which case they become two separate blindsights, this one remaining at 60ft.
See in Dark(Ex):
An arch vampire loses its darkvision and low-light vision if it has them and gains See in Dark. They are completely unaffected by darkness magical or otherwise, and distinguish color just as if it was in light.
Arch-Vampire's Scent (Ex):
An arch vampire has a very pleasing scent of its own, and can use its sense of smell to far greater means then the standard "scent" ability.
Any creature who is adjacent to the archvampire smells a very pleasant scent coming from the archvampire. This provides a +4 bonus to Diplomacy and Bluff attempts.
To werewolves, it smells horrid and gives a -4 to Diplomacy and Bluff attempts and a -10 to attempts to hide your vampirism from them.
Her own scent ability is vastly improved. She can determine sex, race, alignment, and the general idea of the class someone she smells is in. She can also use a sense motive check with a +10 to determine the recent activities of a creature by lingering scents on their body.
The arch vampire is automatically aware of anyone within 200ft in an area without wind. 400ft if she is downwind, and 100ft if the wind is unfavorable. She is not overpowered by strong scents, but if such scents are in the area, the area adjacent to the item or person is obscured. Such items include Garlic, or exceedingly strong smelling flowers or fruit. A person who has not bathed in months and spends a lot of time sweaty counts as well, especially if its of a gender the arch-prince would find attractive as it's scent is noticeably stronger.
Speed: If the base creature has both a fly speed and a land speed, the lower of the two increases to match the higher and both increase again by half its current value after scaling. If it lacks one of those speeds, the arch prince gains the missing mode of movement at a speed equal to the other, plus half again on both. If the base creature lacks both modes of movement, the arch vampire gains both at a speed equal to the base creature's highest speed.
The arch vampire also gains a swim speed, the arch vampire retains it and adds half its value again. If it does not have one, it gains 1/2 its highest speed as a swim speed.
Armor Class: The arch vampire's natural armor bonus improves by +2 over that of the base creature.
Arch Princes gain a deflection bonus to AC equal to their charisma modifier similar in nature to that of ghost's.
Attack: Arch-Vampire's natural attacks are considered Ghost-Touching and Cold Iron with an effective enhancement bonus equal to 1/4th its total HD or character level +2 for the purposes of overcoming damage reduction or similar effects.
Damage: The arch vampire's slam attack improves, doing damage as follows plus dealing 1 negative level- unlike past energy drain effects, this is usable on any natural weapon attack instead of once a round maximum- however it is only 1d2 negative level at a time unlike in the past.
{table=head]size | damage
Fine|1d2
Diminutive|1d3
Tiny| 1d4
Small |1d6
Medium|1d8
Large|2d6
Huge|2d8
Gargantuan|4d6
Colossal|4d8[/table]
In addition, the creature becomes Bleeding, losing 1 HP at the start of its turn until it is subject to a Cure Moderate Wounds spell or a DC 25 heal check. Mutliple bleeding effects stack.
Special Defenses: The arch vampire retains all the base creature's special defenses and gains the following:
Damage Reduction (Su)
An arch vampire gains damage reduction 20/good and silver.
Immunity to Cold Fire (Ex)
An archvampire is immune to cold and electric damage.
Resistances (Ex):
An archvampire is resistant to acid and sonic damage by 15.
Turn Immunity(Ex)
An arch vampire is immune to being turned or rebuked. Any attempt automatically fails.
Vampire Ascension (Ex)
An arch vampire loses all weaknesses gained from its past vampire templates, including weakness to sunlight.
It does not need a coffin anymore in order to reform, and does so automatically in four hours if it can merely find any ally of the arch vampire. Ally in this case being anyone who considers themselves to be an ally.
Special Attacks: The arch vampire retains all the base creature's special attacks and gains or changes the following:
Blood Drain (Ex)
An arch vampire can suck blood from a living victim with its fangs whenever it merely succeeds on a bite attack. This bite attack deals 1d3 constitution damage and 1 strength damage.
If the arch vampire is successful in a grapple, it can instead deal 1d6 constitution and strength drain when ever it maintains a pin.
Any creature slain with this ability rises as a Dread Vampire or Vampire Lord and is bound to the arch vampire in eternal servitude even if the arch vampire is slain they must continue to carry out the arch vampire's remaining desires but after the arch vampire is slain, this is merely considered to be a geass/quest effect and can be dispelled or otherwise broken.
An arch vampire can only have a number of vampire minions in this manner up to a total HD of controlled minions up to its character level/HD + Charisma modifier x4. Further vampires created in this manner are put on standby, not being compelled to obey the arch-vampire until the arch vampire's total controlled HD is reduced or grows so that the standby vampire's HD fits within the total, such as if an existing vampire dies.
Previous create spawn abilities still apply and those spawn do not account against the limit shown here, as this limit is only for dread vampires and/or vampire lords, depending on which you use.
Dominate (Su)
An arch vampire can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that it requires a standard action, and a creature that merely looks at the arch vampire is not affected. Anyone the arch vampire targets must succeed on a Will save (DC 10 + 1/2 arch vampire's character level + arch vampire's Cha modifier) or fall instantly under its influence as though by a dominate monster spell (caster level equals arch vampire's character level).
Range for this effect is merely sight, the vampire must see the victim while the victim can see the vampire.
A dominated victim can be subject to Probe Thoughts, Detect Thoughts, and Modify Memory at will.
Supernatural Abilities:
Arch vampire's spell like abilities increase and become Supernatural with more uses, or are gained, as follows:
At-Will—darkness, fog cloud
3+HD/day—deeper darkness.
Special Qualities: The arch vampire retains all the base creature's special qualities and gains the following:
Coffinbound no more: The Archvampire loses its need for a Coffin. It can go to any creature that considers the Archvampire an ally and it falls unconscious out of their gaseous form by their feet for two hours before their HP becomes 1 and they Fast Heal as normal.
Regenerative Fast Healing (Ex): The archvampire has Fast Healing equal to twice its total HD + its charisma modifier.
This fast healing allows it to regenerate lost limbs and decapitation, as it undead and does not need any organs in particular. The archvampire always regenerates itself from the head, the rest of the body becomes inanimate and the head starts to regenerate the rest of the body again. The head can be reattached to the body and any reforming it already did reverts and it assumes proper shape and healing to reattach to the previous body.
Beware: A vampire's head can still fly, and can thus manifest Dominate and Bite/Blood Drain attacks. It cannot use anything that required hands, such as spells with somatic components or material components it cannot access.
To kill an Archvampire, the head must be separated from the body and placed in an air-tight container that is locked from the outside to not allow room for the head to regenerate or room for it to try to squeeze out with gaseous form, and the lock is for an extra failsafe. The container is then buried in hallowed ground. Since the head is still living and the vampire is not destroyed, it did not automatically assume a gaseous form as normal and remains as a vulnerable head.
Once the container is buried, the vampire is stuck for eternity until unburied and released. Congrats. Using Imprisonment spells is recommended, or throw it into a Gate.
Note: It doesn't matter what kind of container it is so long as it cant escape, and the hallowed effect is just extra icing on the cake.
Arch Vampire's Grace (Su): An arch vampire is completely uneffected by gravity in regards to any surface. It never requires a climb check and can walk on ceilings, slopes, walls, and even over slick surfaces such as ice or a grease effect without any penalties. It can walk on any surface no matter how thin, such as a narrow rope or even the head of a caltrop. An arch vampire always succeeds on balance checks.
Eyes of Madness (Su): An Archvampire has a pair of eyes that glow bright red with thick wisps of scarlet smoke that does not interfere at all with its vision.
Three times per day, the Archvampire can stare into the eyes of a living creature and lock it in place whether it is locked in fear or not is a fluff aspect not effected by fear immunity. If they remain in eye contact like this for three rounds, the victim is permanently effected by a Confusion spell until cured with a Miracle or Wish.
The victim can make a will save DC 10 + 1/2 archvampire's HD + archvampire's cha mod. If it succeeds, it can break eye contact. If it fails, it is stuck until the start of its next turn where it gains another save, and takes a -4 to the next save. If it fails three of these saves, its Confused until it is cured with a Miracle or Wish spell.
While the mental duel is in action, the creature cannot take any action but to make its will save. If it is damaged, the contact is broken. If the vampire is damaged, it must make a concentration check or break the contact. The vampire is free do do as it will, but must not take any action but to perform free and swift actions so long as she does not break eye contact.
Abilities: The arch-vampire's ability scores increase from their past bonuses from her vampire templates as follows:
Str +8, Dex +6, Int +4, Wis +4, Cha +6.
Skills: A arch-vampire receives a +10 racial bonus on Bluff, Perception, Sense Motive and Stealth checks.
Environment: any, usually same as the base creature.
Organization: solitary, pair (rare), or troop (1–2 plus 2–5 vampire lords plus 4-8 vampire spawn).
Treasure: triple standard.
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/418238-800x600-422e07429b2515d014c46ee681a0dd18.jpg
I would give you the link to this image's source as I always do but unfortunately it is renown for pornographic content. So no links.
Vampire Arch Princes are exceedingly are and the ones that do exist rarely know what they are. They can even become normal vampires, or vampire lords without their Arch Prince traits awakening. Their traits must be awoken through ritual only, it cannot be woken on its own. As such, a creature can carry out a full mortal life and die without realizing its true potential.
To become a Vampire Arch-Prince, a creature must first become a vampire, then a vampire lord (or Dread Vampire). If they are not yet a vampire, the ritual makes them one. After living as a vampire for six hundred and sixty six days, and having consumed human blood, the vampire becomes a vampire lord. Nine hundred and ninety nine days later the vampire must have killed nine full blooded vampires, not vampire spawn, if they have done so then their Arch-Prince blood that has been waiting, forcing the body to evolve faster now that it has been awoken, makes itself known and the creature becomes an Arch Prince.
This template covers the Arch Prince, but does not cover the Vampire and Dread Vampire / Vampire Lord templates.
The Ritual:
The ritual is brief, it takes place by a Vampire Lord or Dread Vampire who was created by an Arch Vampire. It is a mystery how the first Arch Vampire was created, some say they crept through time, others say it was the work of a greater deity, a more logical theory is that there is a method of awakening that has been lost to time or that the first Arch Vampire was self-awakened by a great celestial event of some sort that shook the material plane back in the times when the law was Primordial and deities were just being made.
The Ritual takes a full round action, that is, it takes 6 to ten seconds to complete.
To complete the ritual the vampire to be awakened must be within a symbol written in an unknown language but the symbol itself is passed around between those granted the knowledge of how to awaken an arch vampire. The symbol itself takes an hour to draw and requires a ritual in and of itself to activate, but need only be drawn once and those tasked with the quest to find arch vampires usually has a large roll of leathery paper that appears to be made out of human skin. On this skin-like leather is tattooed the symbol needed for awakening.
The ritual to activate the symbol if it has just been drawn can be done one of two ways:
The awakener to be and the soon-to-be arch vampire must engage in a certain carnal act atop the symbol. Sometime during the act blood must be exchanged between them in some manner.
or
The awakener must sacrifice a number of rubies equal to 1,000 times the arch vampire's hit dice, which are powered and poured into the center of the symbol. It then spills the blood of a virgin female and a virgin male onto the pile, two of each if they are not to be killed in the process (only one of each is required if they die). As the blood spills, it behaves like acid on the powered rubies and the blood and powder eat away at each other until they are consumed and the symbol is activated.
Once they have an activated symbol:
The Awakener unravels the symbol and lays it out on the ground. The arch vampire must be within it, though not necessarily centered. Once it enters the Awakener says but a simple phrase, the meaning of it is lost to time but the words none the less are passed down just as the symbol is.
Once that is complete, the ritual is finished and the vampire is awakened.
It is not an instantaneous change, but is pretty quick regardless. On the first round after awakening, the vampire is wracked with pain, taking 1/10th its HP in damage that cannot be negated. Its skin burns bright and their flesh withers and turns black while deep red flames occasionally eat through the flesh in places, burning through. The vampire is instantly hit with this pain, and falls prone and helpless and can think of nothing but the immense pain they are in.
On the second round, they take 4/10ths their HP as damage that cannot be negated. Its skin is completely black and appears to be turning into ash in places and they may lose a few fingers that fall off like the end of a spent cigar. Their eyes are now orbs of flame and the vampire is blinded, deafened, and needless to say it can't feel anything but pain right now.
On the third round, it takes 5/10ths their HP as damage that cannot be negated. Its body seems to collapse on itself, having been burnt through. It dies.
On the 4th round, they are fully an awakened Arch Vampire now and their Arch Vampire's regeneration kicks in, ignoring the damage it has taken and converts it to nonlethal as it is not Fire damage, but unholy energy strewn from an ancient place of dark power older then the layers of hell itself and burned away all impurities in the arch vampire.
They regenerate rapidly in this 4th round, their body growing back out of the ashes aided by the unholy energy which boosts what their normal regeneration would be by x10 until they are whole again, their body looks almost molten and ghostlike in appearance. During this stage the symbol that is under the arch vampire flairs with a deep scarlet color.
On the round that their regeneration completely restores their health back to full, the molten appearance dies out and the color from the symbol drains, all of it seems to soak into the arch vampire's body, snaking its way into the Arch-Vampire's eyes which appear to be a maddening shade of red and smoking with the same vibrant color the symbol was glowing with.
The ritual is complete and the arch vampire is whole.
Creating an Arch Prince or Princess:
“Arch Prince”, hereafter referred to as arch vampire, is an acquired template that can be added to any creature that has met the requirements shown above. An Aarch vampire uses all the base creature's statistics and special abilities except as noted here.
Epic Archvampire:
The Archvampire uses these stats once it hits 25 levels, if the DM allows and all that.
Note. This is said to be broken beyond belief and should only be used in Epic Games where people are meant to be ubber badasses that are nearly impossible to kill directly. Do note however that killing is only one means of eliminating something.
Level Adjustment (3.X): +12?
or:
Challenge Rating (Pathfinder): +6?
Alignment: An arch vampire retains its own alignment, and in fact is freed from restrictions previously set by past templates. Its mind becomes truly its own and can go as far as to become good aligned.
Hit Dice: Increase all hit dice to d12s and add Charisma modifier in place of constitution.
Senses: The arch vampire retains all the base creature's special senses and gains the following:
Blindsight (Ex):
Using its keen sense of hearing, an arch vampire can discern the area around it without sight, in a manner similar to a bat but without making its own noise. An arch vampire has blindsight to a range of 60 feet, or its existing blindsight increases by 30ft unless it uses a different sense then hearing, in which case they become two separate blindsights, this one remaining at 60ft.
See in Dark(Ex):
An arch vampire loses its darkvision and low-light vision if it has them and gains See in Dark. They are completely unaffected by darkness magical or otherwise, and distinguish color just as if it was in light.
Arch-Vampire's Scent (Ex):
An arch vampire has a very pleasing scent of its own, and can use its sense of smell to far greater means then the standard "scent" ability.
A creature capable of smelling anything within normal sniffing rage needs to make a DC = vampire's charisma + 10 + 1/2 HD or it is effected as though it failed a diplomacy check to increase its attitude towards the vampire. This can eliminate the will to fight, calm an assailant, or even make it friendly or helpful- even fanatical after enough exposure.
While their scent is great, their taste is even better. A creature that bites or otherwise tastes an arch vampire is under the same effect as the smell, but it improves two steps. Stacks with the smell. A Fanatical creature may be a complete save and does anything to please the arch vampire if not just to taste them once more.
Other arch vampire are immune to this effect, but lesser vampires are effected twice as much then a normal creature would be (improving four steps if it bites her, or improving two if it smells her). A creature is only effected by this ability once every 24 rounds and it lasts until it goes a week without smelling her, or for the tasting it lasts a month.
Her own scent ability is vastly improved. She can determine sex, race, alignment, and the general idea of the class someone she smells is in. She can also use a sense motive check with a +10 to determine the recent activities of a creature by lingering scents on their body.
The arch vampire is automatically aware of anyone within 200ft in an area without wind. 400ft if she is downwind, and 100ft if the wind is unfavorable. She is not overpowered by strong scents, but if such scents are in the area, the area adjacent to the item or person is obscured. Such items include Garlic, or exceedingly strong smelling flowers or fruit. A person who has not bathed in months and spends a lot of time sweaty counts as well, especially if its of a gender the arch-prince would find attractive as it's scent is noticeably stronger.
Speed: If the base creature has both a fly speed and a land speed, the lower of the two increases to match the higher and both increase again by half its current value after scaling. If it lacks one of those speeds, the arch prince gains the missing mode of movement at a speed equal to the other, plus half again on both. If the base creature lacks both modes of movement, the arch vampire gains both at a speed equal to the base creature's highest speed.
The arch vampire also gains a swim speed, the arch vampire retains it and adds half its value again. If it does not have one, it gains 1/2 its highest speed as a swim speed.
Armor Class: The arch vampire's natural armor bonus improves by +2 over that of the base creature.
Arch Princes gain a deflection bonus to AC equal to their charisma modifier similar in nature to that of ghost's.
Attack: Arch-Vampire's natural attacks are considered Ghost-Touching and Cold Iron with an effective enhancement bonus equal to 1/4th its total HD or character level +2 for the purposes of overcoming damage reduction or similar effects.
Damage: The arch vampire's slam attack improves, doing damage as follows plus dealing 1 negative level- unlike past energy drain effects, this is usable on any natural weapon attack instead of once a round maximum- however it is only 1 negative level at a time unlike in the past.
{table=head]size | damage
Fine|1d2
Diminutive|1d3
Tiny| 1d4
Small |1d6
Medium|1d8
Large|2d6
Huge|2d8
Gargantuan|4d6
Colossal|4d8[/table]
Special Defenses: The arch vampire retains all the base creature's special defenses and gains the following:
Turn Immunity(Ex)
An arch vampire is immune to being turned or rebuked. Any attempt automatically fails.
Vampire Ascension (Ex)
An arch vampire loses all weaknesses gained from its past vampire templates, including weakness to sunlight.
It does not need a coffin anymore in order to reform, and does so automatically in four hours if it can merely find any ally of the arch vampire. Ally in this case being anyone who considers themselves to be an ally.
Special Attacks: The arch vampire retains all the base creature's special attacks and gains or changes the following:
Blood Drain (Ex)
An arch vampire can suck blood from a living victim with its fangs whenever it merely succeeds on a bite attack. This bite attack deals 1d3 constitution damage and 1 strength damage.
If the arch vampire is successful in a grapple, it can instead deal 1d6 constitution and strength drain when ever it maintains a pin.
Any creature slain with this ability rises as a Dread Vampire or Vampire Lord and is bound to the arch vampire in eternal servitude even if the arch vampire is slain they must continue to carry out the arch vampire's remaining desires but after the arch vampire is slain, this is merely considered to be a geass/quest effect and can be dispelled or otherwise broken.
An arch vampire can only have a number of vampire minions in this manner up to a total HD of controlled minions up to its character level/HD + Charisma modifier x4. Further vampires created in this manner are put on standby, not being compelled to obey the arch-vampire until the arch vampire's total controlled HD is reduced or grows so that the standby vampire's HD fits within the total, such as if an existing vampire dies.
Previous create spawn abilities still apply and those spawn do not account against the limit shown here, as this limit is only for dread vampires and/or vampire lords, depending on which you use.
Dominate (Su)
An arch vampire can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that it requires a standard action, and a creature that merely looks at the arch vampire is not affected. Anyone the arch vampire targets must succeed on a Will save (DC 10 + 1/2 arch vampire's character level + arch vampire's Cha modifier) or fall instantly under its influence as though by a dominate monster spell (caster level equals arch vampire's character level).
Range for this effect is merely sight, the vampire must see the victim while the victim can see the vampire.
A dominated victim can be subject to Probe Thoughts, Detect Thoughts, and Modify Memory at will.
Supernatural Abilities:
Arch vampire's spell like abilities increase and become Supernatural with more uses, or are gained, as follows:
At-Will—darkness, fog cloud
3+HD/day—deeper darkness.
Spell-Like abilities:
Arch Vampire's gain spellcasting as a sorcerer of their HD. These spells are spell-like and can be used a number of times per day just like a sorcerer +3/day per spell level. Once a spell is chosen it is permanent, it can't be traded or replaced but they still count for metamagic.
Special Qualities: The arch vampire retains all the base creature's special qualities and gains the following:
Regeneration (Ex): The arch vampire regenerates a number of HP in a round equal to 1/2 its level + arch vampire's charisma mod.
This regeneration is overcome by divine damage (Damage stemming from divine power, such as any spell cast from a Deity, or spells stating it deals divine damage such as Flame Strike.), and by silver weapons in a Hallowed area, or that are blessed to be hallowed (A process requiring a Miracle spell).
Undead are naturally immune to nonlethal damage, regeneration makes them immune to lethal damage.
An arch vampire is immune to both forms of damage and can only be harmed by silver weapons in a hallowed area, or by divine damage as with that by a Flame Strike spell or similar effect. When they would be damaged, the arch vampire can feel it about as well as they can feel being touched but there is no pain registry in the least and no matter where the damage is located it has about the same effect as shooting a pool of water with an arrow would. If the damage does not overcome the regeneration, then the arch vampire regenerates it almost instantly (instead of saying their just outright immune, because thats not as fun).
An arch vampire is NOT destroyed when reduced to 0 HP, but when reduced to -10 HP.
When it would be, the arch vampire becomes under the effect of gaseous form, as the spell but ethereal instead of incorporeal, but appears to be made of the same smoke from eyes of madness and it can move at its normal flying speed and even take run actions. The arch vampire has 2 hours to find anyone that considers it an ally. If your part of some religious order or cult or whatever, they count. If you have a vampire coven, coven members count. If you have close friends who are in a nearby village, they count.
The arch vampire needs to get to them before the time runs out. If time runs out, the arch vampire returns to a solid form at -10 HP, but remains there. Not entirely destroyed yet.
To destroy the arch vampire, one must wait for it's gaseous form to end, and while it is incapacitated and helpless in an unconscious like state after its gaseous form ends they can take the body, or hallow the area then and there. Then cut the body into seven piece: Arm, Arm, Leg, Leg, upper torso, lower torso, Head.
Each piece must be burned with divine fire and turned to ash.
Each piece's ashes must be placed in their own containers full of holy water and made of silver and gold. The containers must then be separated by two hundred miles away from the others. A shrine, temple, obelisk or similar religious construct must be constructed to a deity who considers the arch vampire to be an enemy. This shrine is built around the container and then hallowed.
Every fifty years, a priest or priestess must retrieve the containers and bring them all together, where the containers are placed inside an outer container filled with holy water, and the outer container and its holy water is replaced every fifty years. During this time, a miracle spell is cast and the ash breaks apart again, which if the container is glass or opened one would notice the ash seems to have taken on a vague shape of the limb or body part it once was.
If this ceremony is not completed within a month of the date the vampire was slain every 50 years, the ash becomes fleshy particles and regenerate to become fully formed again. If this happens, the containers need to be drained and the limbs remaining separated are to be taken to a mountain top from which at least three waterfalls are found in the top half of the mountain.
At the top of this mountain, a Solar must be summoned who personally casts its wish spell-like ability to turn the limbs to ash once again.
If this is not done within one month after the ash turns to flesh, the limbs are fully empowered and assume a gaseous form to reunite its body and since each limb is fully regenerated they need only reconnect to instantly become whole. The arch vampire is now complete and once again to torment the living.
So its highly suggested you don't miss a ceremony date, or let thieves steal the containers.
After 1,500 years pass the vampire is completely destroyed, and reincarnates as a normal mortal human who is an unawakened arch-vampire. As a mortal, they can simply be stabbed in the gut and they finally die for real and since they've become mortal their soul has been reestablished and can take them to their afterlife.
Arch Vampire's Grace (Su): An arch vampire is completely uneffected by gravity in regards to any surface. It never requires a climb check and can walk on ceilings, slopes, walls, and even over slick surfaces such as ice or a grease effect without any penalties. It can walk on any surface no matter how thin, such as a narrow rope or even the head of a caltrop. An arch vampire always succeeds on balance checks.
Eyes of Madness (Su): An arch vampire is identified by a pair of burning red eyes (http://mimg.ugo.com/200905/9586/night-watch.jpg) that appear to release an endless stream of exceedingly red smoke. This smoke never blocks the arch vampire's vision at all, and is barely registered by the arch vampire unless it wishes to notice it.
This red smoke covers the eyes, and is not a part of it.
The smoke trails behind an arch vampire as it moves and looks about. There is something odd about the smoke though in the way it behaves. Instead of dispersing, it appears to contract and condense whenever the arch vampire moves and even when it is not moving the smoke seems to retain something of its shape even as it slowly billows away. The smoke never leaves within 10ft of the arch vampire and lingers in the air for 60 seconds.
Eyes of Madness can be suppressed if the vampire has not used any of its Activated vampire abilities within the last five minutes. Passive vampire abilities, such as regeneration, do not count against this but others like Blood Drain or Dominate do. This includes vampire abilities from previous vampire templates. Change Shape does not count against this while it is active, the initial use of it however does provoke the Eyes to manifest. but five minutes later they can again be suppressed as normal even if its sill in the new form.
Once per day, for a number of rounds equal to 3 + arch vampire's charisma modifier, these rounds can be broken up among the day as you like, when a living creature enters within 10ft of the smoke, it disconnects from its normal behavior near the arch vampire and persues the living instead. If the creature fails a reflex save against the DC set by the arch vampire (typical 10 + 1/2 hd + chamod) the mist gathers itself in the eyes of the living creature and blinds it for 1d12 rounds at the end of which time the smoke dissipates. The smoke slowly eats away their eyes, dealing 1 point of damage each round. If it deals damage equal to 1/4th the creature's constitution score, the creature is permanently blinded and takes 1d4 points of constitution drain. If it is not enough to permanently blind it by the time the smoke dissipates, the creature's vision is merely blurred for twice as long as the smoke remained over their eyes. While blurred, they take a -20 to checks made to spot things, and takes a 25% miss chance when attacking. This chance is 50% at 10ft or farther. 20ft or farther and it is effectively invisible.
While blinded by this effect, the creatures vision is taken elsewhere, they are shown visions of great destruction, fears, and sorrows. They must succeed a will save, same DC as the reflex save, or become panicked. If they succeed on the save, they are instead shaken. The panicked condition lasts for 2d12 rounds at which time they make another will save, if they succeed- they are freed from the panicked and reduced to a shaken effect for 5 rounds. If they fail, the condition lasts for 4d12 rounds and they are under the effect of Confusion in addition to panicked. Confusion supersedes panicked when possible. If they would act normally, or attack caster, they act as though panicked and cornered- crouching down covering its head and babbling incoherently. They receive one last will save after the 4d12 rounds. If they fail this save, the confusion and panicked state are permanent. If they succeed they are freed but permanently shaken until someone casts remove curse on them.
Abilities: The arch-vampire's ability scores increase from their past bonuses from her vampire templates as follows:
Str +8, Dex +6, Int +4, Wis +4, Cha +6.
Skills: A arch-vampire receives a +10 racial bonus on Bluff, Perception, Sense Motive and Stealth checks.
Environment: any, usually same as the base creature.
Organization: solitary, pair (rare), or troop (1–2 plus 2–5 vampire lords plus 4-8 vampire spawn).
Treasure: triple standard.
Nonepic Archvampire:
More usable Archvampire template.
Level Adjustment (3.X): +12?
or:
Challenge Rating (Pathfinder): +6?
Alignment: An arch vampire retains its own alignment, and in fact is freed from restrictions previously set by past templates. Its mind becomes truly its own and can go as far as to become good aligned.
Hit Dice: Increase all hit dice to d12s and add Charisma modifier in place of constitution.
Senses: The arch vampire retains all the base creature's special senses and gains the following:
Blindsight (Ex):
Using its keen sense of hearing, an arch vampire can discern the area around it without sight, in a manner similar to a bat but without making its own noise. An arch vampire has blindsight to a range of 60 feet, or its existing blindsight increases by 30ft unless it uses a different sense then hearing, in which case they become two separate blindsights, this one remaining at 60ft.
See in Dark(Ex):
An arch vampire loses its darkvision and low-light vision if it has them and gains See in Dark. They are completely unaffected by darkness magical or otherwise, and distinguish color just as if it was in light.
Arch-Vampire's Scent (Ex):
An arch vampire has a very pleasing scent of its own, and can use its sense of smell to far greater means then the standard "scent" ability.
Any creature who is adjacent to the archvampire smells a very pleasant scent coming from the archvampire. This provides a +4 bonus to Diplomacy and Bluff attempts.
To werewolves, it smells horrid and gives a -4 to Diplomacy and Bluff attempts and a -10 to attempts to hide your vampirism from them.
Her own scent ability is vastly improved. She can determine sex, race, alignment, and the general idea of the class someone she smells is in. She can also use a sense motive check with a +10 to determine the recent activities of a creature by lingering scents on their body.
The arch vampire is automatically aware of anyone within 200ft in an area without wind. 400ft if she is downwind, and 100ft if the wind is unfavorable. She is not overpowered by strong scents, but if such scents are in the area, the area adjacent to the item or person is obscured. Such items include Garlic, or exceedingly strong smelling flowers or fruit. A person who has not bathed in months and spends a lot of time sweaty counts as well, especially if its of a gender the arch-prince would find attractive as it's scent is noticeably stronger.
Speed: If the base creature has both a fly speed and a land speed, the lower of the two increases to match the higher and both increase again by half its current value after scaling. If it lacks one of those speeds, the arch prince gains the missing mode of movement at a speed equal to the other, plus half again on both. If the base creature lacks both modes of movement, the arch vampire gains both at a speed equal to the base creature's highest speed.
The arch vampire also gains a swim speed, the arch vampire retains it and adds half its value again. If it does not have one, it gains 1/2 its highest speed as a swim speed.
Armor Class: The arch vampire's natural armor bonus improves by +2 over that of the base creature.
Arch Princes gain a deflection bonus to AC equal to their charisma modifier similar in nature to that of ghost's.
Attack: Arch-Vampire's natural attacks are considered Ghost-Touching and Cold Iron with an effective enhancement bonus equal to 1/4th its total HD or character level +2 for the purposes of overcoming damage reduction or similar effects.
Damage: The arch vampire's slam attack improves, doing damage as follows plus dealing 1 negative level- unlike past energy drain effects, this is usable on any natural weapon attack instead of once a round maximum- however it is only 1d2 negative level at a time unlike in the past.
{table=head]size | damage
Fine|1d2
Diminutive|1d3
Tiny| 1d4
Small |1d6
Medium|1d8
Large|2d6
Huge|2d8
Gargantuan|4d6
Colossal|4d8[/table]
In addition, the creature becomes Bleeding, losing 1 HP at the start of its turn until it is subject to a Cure Moderate Wounds spell or a DC 25 heal check. Mutliple bleeding effects stack.
Special Defenses: The arch vampire retains all the base creature's special defenses and gains the following:
Damage Reduction (Su)
An arch vampire gains damage reduction 20/good and silver.
Immunity to Cold Fire (Ex)
An archvampire is immune to cold and electric damage.
Resistances (Ex):
An archvampire is resistant to acid and sonic damage by 15.
Turn Immunity(Ex)
An arch vampire is immune to being turned or rebuked. Any attempt automatically fails.
Vampire Ascension (Ex)
An arch vampire loses all weaknesses gained from its past vampire templates, including weakness to sunlight.
It does not need a coffin anymore in order to reform, and does so automatically in four hours if it can merely find any ally of the arch vampire. Ally in this case being anyone who considers themselves to be an ally.
Special Attacks: The arch vampire retains all the base creature's special attacks and gains or changes the following:
Blood Drain (Ex)
An arch vampire can suck blood from a living victim with its fangs whenever it merely succeeds on a bite attack. This bite attack deals 1d3 constitution damage and 1 strength damage.
If the arch vampire is successful in a grapple, it can instead deal 1d6 constitution and strength drain when ever it maintains a pin.
Any creature slain with this ability rises as a Dread Vampire or Vampire Lord and is bound to the arch vampire in eternal servitude even if the arch vampire is slain they must continue to carry out the arch vampire's remaining desires but after the arch vampire is slain, this is merely considered to be a geass/quest effect and can be dispelled or otherwise broken.
An arch vampire can only have a number of vampire minions in this manner up to a total HD of controlled minions up to its character level/HD + Charisma modifier x4. Further vampires created in this manner are put on standby, not being compelled to obey the arch-vampire until the arch vampire's total controlled HD is reduced or grows so that the standby vampire's HD fits within the total, such as if an existing vampire dies.
Previous create spawn abilities still apply and those spawn do not account against the limit shown here, as this limit is only for dread vampires and/or vampire lords, depending on which you use.
Dominate (Su)
An arch vampire can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that it requires a standard action, and a creature that merely looks at the arch vampire is not affected. Anyone the arch vampire targets must succeed on a Will save (DC 10 + 1/2 arch vampire's character level + arch vampire's Cha modifier) or fall instantly under its influence as though by a dominate monster spell (caster level equals arch vampire's character level).
Range for this effect is merely sight, the vampire must see the victim while the victim can see the vampire.
A dominated victim can be subject to Probe Thoughts, Detect Thoughts, and Modify Memory at will.
Supernatural Abilities:
Arch vampire's spell like abilities increase and become Supernatural with more uses, or are gained, as follows:
At-Will—darkness, fog cloud
3+HD/day—deeper darkness.
Special Qualities: The arch vampire retains all the base creature's special qualities and gains the following:
Coffinbound no more: The Archvampire loses its need for a Coffin. It can go to any creature that considers the Archvampire an ally and it falls unconscious out of their gaseous form by their feet for two hours before their HP becomes 1 and they Fast Heal as normal.
Regenerative Fast Healing (Ex): The archvampire has Fast Healing equal to twice its total HD + its charisma modifier.
This fast healing allows it to regenerate lost limbs and decapitation, as it undead and does not need any organs in particular. The archvampire always regenerates itself from the head, the rest of the body becomes inanimate and the head starts to regenerate the rest of the body again. The head can be reattached to the body and any reforming it already did reverts and it assumes proper shape and healing to reattach to the previous body.
Beware: A vampire's head can still fly, and can thus manifest Dominate and Bite/Blood Drain attacks. It cannot use anything that required hands, such as spells with somatic components or material components it cannot access.
To kill an Archvampire, the head must be separated from the body and placed in an air-tight container that is locked from the outside to not allow room for the head to regenerate or room for it to try to squeeze out with gaseous form, and the lock is for an extra failsafe. The container is then buried in hallowed ground. Since the head is still living and the vampire is not destroyed, it did not automatically assume a gaseous form as normal and remains as a vulnerable head.
Once the container is buried, the vampire is stuck for eternity until unburied and released. Congrats. Using Imprisonment spells is recommended, or throw it into a Gate.
Note: It doesn't matter what kind of container it is so long as it cant escape, and the hallowed effect is just extra icing on the cake.
Arch Vampire's Grace (Su): An arch vampire is completely uneffected by gravity in regards to any surface. It never requires a climb check and can walk on ceilings, slopes, walls, and even over slick surfaces such as ice or a grease effect without any penalties. It can walk on any surface no matter how thin, such as a narrow rope or even the head of a caltrop. An arch vampire always succeeds on balance checks.
Eyes of Madness (Su): An Archvampire has a pair of eyes that glow bright red with thick wisps of scarlet smoke that does not interfere at all with its vision.
Three times per day, the Archvampire can stare into the eyes of a living creature and lock it in place whether it is locked in fear or not is a fluff aspect not effected by fear immunity. If they remain in eye contact like this for three rounds, the victim is permanently effected by a Confusion spell until cured with a Miracle or Wish.
The victim can make a will save DC 10 + 1/2 archvampire's HD + archvampire's cha mod. If it succeeds, it can break eye contact. If it fails, it is stuck until the start of its next turn where it gains another save, and takes a -4 to the next save. If it fails three of these saves, its Confused until it is cured with a Miracle or Wish spell.
While the mental duel is in action, the creature cannot take any action but to make its will save. If it is damaged, the contact is broken. If the vampire is damaged, it must make a concentration check or break the contact. The vampire is free do do as it will, but must not take any action but to perform free and swift actions so long as she does not break eye contact.
Abilities: The arch-vampire's ability scores increase from their past bonuses from her vampire templates as follows:
Str +8, Dex +6, Int +4, Wis +4, Cha +6.
Skills: A arch-vampire receives a +10 racial bonus on Bluff, Perception, Sense Motive and Stealth checks.
Environment: any, usually same as the base creature.
Organization: solitary, pair (rare), or troop (1–2 plus 2–5 vampire lords plus 4-8 vampire spawn).
Treasure: triple standard.