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Belial_the_Leveler
2008-10-13, 01:55 PM
This is a vampire class, for those who want to be vampires but the LA is prohibitive. The class adds up the bonuses of vampire, vampire lord and some evolved undead templates and spreads them over 30 levels. The class is stronger than a single-class noncaster, about as strong as an optimised multiclass noncaster but still slightly weaker than single-class CoDzilla and Batman, let alone Incantatrix/Archmage, Cleric/Contemplative and similar power builds.
It focuses on not dying but has weak offence.



Vampire Lord
{table=head]Level|BAB|Fort|Ref|Will|Special|St|Ch|Dx|NA|FH

1st|
+0|
+0|
+0|
+2|Unholy Toughness, Claws, Power|1|1|1|1|-

2nd|
+1|
+0|
+0|
+3|Feat, Blood Drain, Power|2|2|1|1|-

3rd|
+1|
+1|
+1|
+3|Skill, Power|2|3|1|2|-

4th|
+2|
+1|
+1|
+4|Feat, Immunity, evasion|3|3|2|2|-

5th|
+2|
+1|
+1|
+4|Skill, Power, DR 5/silver|4|4|2|3|-

6th|
+3|
+2|
+2|
+5|Feat, Immunity|4|4|2|3|1

7th|
+3|
+2|
+2|
+5|Skill, Power, energy drain|5|5|3|4|2

8th|
+4|
+2|
+2|
+6|Feat, Immunity|6|5|3|4|3

9th|
+4|
+3|
+3|
+6|Skill, Power, DR 10/silver, magic|6|6|3|5|4

10th|
+5|
+3|
+3|
+7|Feat, Immunity|7|6|4|5|5

11th|
+5|
+3|
+3|
+7|Improved Unholy Toughness|8|7|4|6|6

12th|
+6/+1|
+4|
+4|
+8|Feat, Metamorphosis|8|7|4|6|7

13th|
+6/+1|
+4|
+4|
+8|Master Power|9|8|5|7|8

14th|
+7/+2|
+4|
+4|
+9|Elude Touch, Overcome Weakness|10|8|5|7|9

15th|
+7/+2|
+5|
+5|
+9|Unholy Blessing|10|9|5|8|10

16th|
+8/+3|
+5|
+5|
+10|Master Power, DR 15/silver, magic, good|11|9|6|8|11

17th|
+8/+3|
+5|
+5|
+10|Overcome Weakness|12|10|6|9|12

18th|
+9/+4|
+6|
+6|
+11|Overcome Weakness|12|10|6|9|13

19th|
+9/+4|
+6|
+6|
+11|Master Power|13|11|7|10|14

20th|
+10/+5|
+6|
+6|
+12|Unholy Blessing|14|11|7|10|15

21st|
+10|
+7|
+7|
+13|Greater Unholy Toughness|14|12|7|11|16

22nd|
+11|
+7|
+7|
+13|Master Power|15|12|8|11|17

23rd|
+11|
+8|
+8|
+14|Unholy Blessing|16|13|8|12|18

24th|
+12|
+8|
+8|
+14|Greater Metamorphosis|16|13|8|12|19

25th|
+12|
+9|
+9|
+15|Master Power|17|14|8|13|20

26th|
+13|
+9|
+9|
+15|Master Power|18|14|8|13|21

27th|
+13|
+10|
+10|
+16|Class Ability|18|15|8|14|22

28th|
+14|
+10|
+10|
+16|Master Power|19|15|8|14|23

29th|
+14|
+11|
+11|
+17|Master Power|20|16|8|15|24

30th|
+15|
+11|
+11|
+17|Vampire Apotheosis|20|16|8|16|25
[/table]

HD: d12 Skill Points: 3/level
Proficiencies:
Vampires are proficient with no armor or shields though such items do not disrupt their powers. Vampires are proficient with simple weapons.

Curse of Damnation:
The only way to create a true vampire are to have them drained completely from a true vampire of at least their level+10. When the new vampire rises it is cursed to evolve as a vampire at least until its first transformation. Upon taking this class, a PC must continue to advance in it until level 12. If the PC already has levels in it, exchange those levels for true vampire levels just like you'd do for a paladin falling into blackguard.
A true vampire must drink blood (10 points of constitution) at least 1/week. If it doesn't, apply -1 penalty to checks, attacks and special power DCs for every two days of starvation.

Claws:
Vampires have claws they can use instead of normal weapons. Damage dealt is 1d6 + strength modifier and the attack bonus is equal to the vampire's class level. A vampire can attack with one claw at level 1 and both claws at level 6 or higher. They don't gain iterative attacks with the claws.

Blood Drain:
A vampire can suck blood from a living victim with its fangs by making a successful grapple check using its claw attack bonus instead of its BAB. If it pins the foe, it drains blood, dealing 1d2 points of Constitution damage each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. The damage increases to 1d4 points at level 8, becomes constitution drain at level 12 and increases to 1d4+2 points of drain at level 18

Might of the Dead:
Vampires do not have the spellcasting of wizards and clerics or the great fighting skills of human warriors, honed to perfection. What they do have is greater that mortal strength, speed, presence, toughness and healing abilities. They get a bonus in strength, dexterity, charisma, natural armor and fast healing as shown at the table. The strength bonus is roughly equal to 2/3 level, dexterity equal to 1/3 level to a max of 8, charisma equal to 1/2 levels +1, natural armor roughly equal to 1/2 levels +1 and fast healing equal to level-5.

Unholy Toughness:
As undead, a vampire lacks constitution score but is instead strengthened by its supernatural presence and will to live. A young vampire gets 1/3 its charisma modifier as bonus hp per HD, round down. An older vampire of lvl 11 or higher gets 2/3 its charisma modifier as bonus hp per hd instead. A master vampire of 21 hp or more gets his full charisma modifier to HP.

Vampiric Feats:
At the indicated levels, a vampire gains 1 feat from the list below. These feats don't so much represent training as they do innate power increases due to the curse of vampirism:
Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Iron Will.

Vampiric Powers:
Some vampires can walk up vertical walls or even levitate. Others can charm or dominate humans with a glance. Others still can see in total darkness or call creatures to aid them. At the indicated levels a vampire gains 1 power from the list below. These powers are supernatural in nature and have a DC (where applicable) equal to 10 + 1/2 HD + charisma modifier.
list pending

Vampiric Skills:
Vampires have a racial bonus on certain skills. At the indicated levels, choose a skill from the list below. The vampire takes a racial bonus to checks with that skill equal to 1/3 its level, maximum +8;
Bluff, Hide, Listen, Move Silently, Search, Sense Motive, Spot, Survival

Evasion:
The vampire gets evasion, as the rogue ability.

Energy Drain:
Whenever the vampire hits with a natural weapon or touches an enemy with a touch attack, it can drain life-force. A vampire can apply up to 2 negative levels per round through this ability. For every negative level bestowed, it gains 5 temporary HP.

Immunities:
All vampires lack constitution scores, heal with negative energy and are harmed by positive energy. As their evolution towards undeath continues, they gain additional immunities of the undead type. At the indicated levels, choose one line of immunities from the list below;
1) Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
2) Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
3) Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
4) Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), no need to breathe, eat, or sleep.
Vampires also have certain weaknesses. Each time you choose an immunity also choose a weakness from the list below:
1) Cannot tolerate the strong odor of garlic and will not enter an area laced with it.
2) Recoil from a mirror or a strongly presented holy symbol.
3) Unable to cross naturally running water, although they can be carried over it while resting in their coffins or aboard a ship. Streams, rivers and the sea count but irrigation canals, ditches, water pipes and other man-made structures do not.
4) Unable to enter a home or other building unless invited in by someone with the authority to do so.

Damage Reduction:
The vampire gains the DR shown on the table above. A vampire's weapons are treated as magic and evil or magic and chaotic for the purposes of overcoming DR, depending on the vampire's alignment.

Metamorphosis:
At 12th level the vampiric transformation completes the first stage. The vampire becomes immune to critical hits, gains +2 intelligence, +2 wisdom, resistance to cold 10 and electricity 10, is considered undead and gets turn resistance +4. If reduced to 0 hit points in combat, it 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.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of its fast healing.
A true vampire can be killed by staking it through the heart with a recently cut (in the last week) wooden stake or by decapitating its corpse while it is resting.
A fully changed true vampire cannot tolerate the direct, natural light of the sun (reflected light does not harm it). It can survive continious exposure for 1 round +1 round per point of charisma modifier (Libris Mortis, Endure Sunlight feat). After this period it is slowed for 1 round and destroyed after 2 rounds. Heavy clothing (such as full robes with boots, gloves and cowl) can prevent destruction as long as a vampire is careful not to expose even a tiny part of flesh (ie does not enter combat). A vampire in a city, forest or other relatively close environment moves seemingly erratically-but in reality moves from shadow to shadow, avoiding prolonged exposure for more than a few rounds.

Master Power
More powerful vampires have varying supernatural abilities; some can fly. others can telekinetically manipulate objects, call allies, create darkness or control the weather. At each indicated level choose a power or ability from the list below.
list pending

Overcome Weakness
As the vampire's evolution into a truly powerful undead being, it can overcome its weaknesses one by one. At the indicated levels choose a weakness. That weakness no longer applies. The vampire can't overcome all its weaknesses (because there are less overcome weakness abilities than weaknesses) and neither can it overcome its weakness to decapitation, staking or sunlight.

Elude Touch
Add charisma modifier to touch AC, touch AC cannot exceed normal AC. (as per the wilder's ability)

Unholy Blessing
Unholy power protects the vampire from extraordinary and magical attacks. At the indicated levels, choose a saving throw type. The vampire adds its charisma modifier as a profane bonus to that saving throw type.

Greater Metamorphosis
The vampire evolves into a full vampire lord at 24th level. The bonuses to its resistances, turn resistance, Intelligence and Wisdom double. It can apply up to 4 negative levels per round. It is no longer destroyed by stakes or direct sunlight. Instead it is weakened, taking a -4 penalty to ability scores, saves, attacks and skill checks and cannot use its supernatural abilities. It can travel up to 2 miles to return to its coffin and it can have any amount of resting places by spreading soil from its homeland over them. It is still destroyed by decapitating its resting corpse.

Vampire Apotheosis
At 30th level, the metamorphosis into a demon of darkness is complete. The vampire can no longer be destroyed by decapitation and it no longer has any weaknesses other than sunlight. The only way to stop it is to decapitate it, burn the body separately from its head, bless the ashes and separate them over different natural bodies of salt water.

Zeta Kai
2008-10-13, 02:57 PM
Is this for 4E? Because it looks like 3E, only 3E classes don't go up to 30th level. Also, your Will Save column isn't filled out; I would assume that this class has a good Will save?

Belial_the_Leveler
2008-10-13, 03:02 PM
Yeah, 3rd edition. A normal vampire cannot be lower than ECL 12, a vampire lord lower than ECL 24 and there's still more for evolved undead. There was no way putting all the bonuses in 20 levels would be balanced unless you regularly played with incantatrixes and CoDzillas in the game hence the 30-level spread.

As for the will save, I forgot to put it there. :smalleek:

Killercloud
2008-10-19, 11:59 AM
I am interested in seeing the full list before giving my full opinion but so far this class looks very interesting.

DracoDei
2008-10-19, 12:57 PM
expand most of those last 5 columns or so for columns for clarity. Should be Str, Cha, Dex, NA, and Fast Healing, and the most terse.

J.Gellert
2008-10-20, 03:31 AM
3 skill points/level? Why not 2 or 4?

Ziegander
2008-10-20, 08:11 AM
And what are the class skills?

Otherwise, the class seems balanced and pretty cool.

Pie Guy
2008-10-20, 08:28 AM
Why can't it be a 20 level class? It's not like they're going to be super overpowered compared to a wizard or druid.

SilverClawShift
2008-10-20, 07:53 PM
Why can't it be a 20 level class? It's not like they're going to be super overpowered compared to a wizard or druid.

One would at least hope to hang onto the pretense of balance in a game system, even if that balance isn't perfect. You can at least make an EFFORT at hovering around a middle-mark.


This is a vampire class, for those who want to be vampires but the LA is prohibitive. The class adds up the bonuses of vampire, vampire lord and some evolved undead templates and spreads them over 30 levels.

This is awesome.

My gaming group is actually currently re-working the entire concept of a D20 vampire from the ground up, meant to be more balanced, logical, and with greater potential for diversity among the vamps. Really just making them a viable option for a player, or more robust for DMs.

But if this had been done, we probably wouldn't have bothered starting that little project and just played this instead.