Good King Wilhelm Rothheim
LG LE Human(Vampire) Beguiler 8/Swiftblade 10

Build Table
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CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1 Beguiler 1 +0 +0 +0 +2 Bluff 4, Concentration 4, Diplomacy 4, Knowledge(Arcana) 4, Knowledge(Local) 4, Sense Motive 4, Spellcraft 4, Use Magic Device 4 Dodge, MobilityB Armored Mage, Trapfinding
2 Beguiler 2 +1 +0 +0 +3 Bluff 5, Concentration 5, Diplomacy 5, Knowledge(Arcana) 5, Knowledge(Local) 5, Sense Motive 5, Spellcraft 5, Use Magic Device 5 Cloaked Casting (+1 DC), Surprise Casting
3 Beguiler 3 +1 +1 +1 +3 Bluff 6, Concentration 6, Diplomacy 6, Knowledge(Arcana) 5, Knowledge(Local) 5, Sense Motive 6, Spellcraft 6, Use Magic Device 6, Collector of Stories Knowledge Devotion Advanced Learning(Power Word Pain)
4 Beguiler 4 +2 +1 +1 +4 Bluff 7, Concentration 7, Diplomacy 7, Knowledge(Arcana) 6, Knowledge(Local) 6, Sense Motive 7, Spellcraft 7, Use Magic Device 7
5 Beguiler 5 +2 +1 +1 +4 Bluff 8, Concentration 8, Diplomacy 8, Knowledge(Arcana) 8, Knowledge(Local) 8, Sense Motive 8, Spellcraft 8, Use Magic Device 8 Silent SpellB Silent Spell
8 (6HD) Beguiler 6 +3 +2 +2 +5 Bluff 9, Concentration 9, Diplomacy 9, Knowledge(Arcana) 9, Knowledge(Local) 9, Sense Motive 9, Spellcraft 9, Use Magic Device 9, Social Recovery Endure Sunlight, AlertnessB, Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning ReflexesB Surprise Casting(move action), Vampire Abilities: Natural Armor +6, Slam Attack(1d6), Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, DR 10/silver and magic, Fast Healing 5, Gaseous Form, Resistance to Cold 10, Resistance to Electricity 10, Spider Climb, Turn Resistance, +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot, Alertness, Combat Reflexes, Dodge, Improved Initiative and Lightning Reflexes, Vampire Weaknesses
9 (7HD) Swiftblade 1 +4 +2 +4 +7 Bluff (10), Concentration 10, Diplomacy (10), Sense Motive (10), Spellcraft 10 Spring AttackB Spring Attack, Swift Surge +1/+0ft.
10 (8HD) Swiftblade 2 +5 +2 +5 +8 Bluff (11), Concentration 11, Diplomacy (11), Sense Motive (11), Spellcraft 11 Blurred Alacrity, +1 level of arcane spellcasting class
11 (9HD) Swiftblade 3 +6 +3 +5 +8 Bluff (12), Concentration 12, Diplomacy (12), Sense Motive (12), Spellcraft 12 Arcane Strike Sudden Casting, +1 level of arcane spellcasting class
12 (10HD) Swiftblade 4 +7 +3 +6 +9 Bluff (13), Concentration 13, Diplomacy (13), Sense Motive (13), Spellcraft 13 Arcane Reflexes, Swift Surge +1/+10ft.
13 (11HD) Swiftblade 5 +8 +3 +6 +9 Bluff (14), Concentration 14, Diplomacy (14), Sense Motive (14), Spellcraft 14 Evasive Celerity, +1 level of arcane spellcasting class
14 (12HD) Swiftblade 6 +9 +4 +7 +10 Bluff (15), Concentration 15, Diplomacy (15), Sense Motive (15), Spellcraft 15, Use Magic Device (9.5) Improved Turn Resistance Fortified Hustle, +1 level of arcane spellcasting class
15 (13HD) Swiftblade 7 +10 +4 +7 +10 Bluff (16), Concentration 16, Diplomacy (16), Sense Motive (16), Spellcraft 16, Use Magic Device (10) Bounding AssaultB Bounding Assault, Swift Surge +2/+10ft.
16 (14HD) Swiftblade 8 +11 +4 +8 +11 Bluff (17), Concentration 17, Diplomacy (17), Sense Motive (17), Spellcraft 17, Use Magic Device (10.5) Diligent Rapidity, +1 level of arcane spellcasting class
17 (15HD) Swiftblade 9 +12 +5 +8 +11 Bluff (18), Concentration 18, Diplomacy (18), Sense Motive (18), Spellcraft 18, Use Magic Device (11) Skewer Foe Perpetual Options, +1 level of arcane spellcasting class
18 (16HD) Swiftblade 10 +13 +5 +9 +12 Bluff (19), Concentration 19, Diplomacy (19), Sense Motive (19), Use Magic Device (12) Innervated Speed, Swift Surge +2/+20ft.
19 (17HD) Beguiler 7 +13 +5 +9 +12 Bluff 20, Concentration 20, Diplomacy 20, Knowledge(Arcana) 10, Knowledge(Local) 10, Sense Motive 20, Spellcraft 20, Use Magic Device 15 Advanced Learning(Dream Casting)
20 (18HD) Beguiler 8 +14 +5 +9 +13 Bluff 21, Concentration 21, Diplomacy 21, Sense Motive 21, Spellcraft 21, Use Magic Device 21 Versatile Spellcaster Cloaked Casting(+2 to overcome SR)


Ability Scores
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Final Ability Scores:

Str - 20
Dex - 18
Con - --
Int - 20
Wis - 12
Cha - 16

Levels 4, 8, and 12 go to Int, Level 16 goes to Dex


Spells per Day
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Spells per Day
CR 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 - - - - - - - -
2nd 6 4 - - - - - - - -
3rd 6 5 - - - - - - - -
4th 6 6 3 - - - - - - -
5th 6 6 4 - - - - - - -
11th 6 6 6 5 3 - - - - -
12th 6 6 6 5 3 - - - - -
13th 6 6 6 6 4 - - - - -
14th 6 6 6 6 5 3 - - - -
15th 6 6 6 6 5 3 - - - -
16th 6 6 6 6 6 4 - - - -
17th 6 6 6 6 6 5 3 - - -
18th 6 6 6 6 6 5 3 - - -
19th 6 6 6 6 6 6 4 - - -
20th 6 6 6 6 6 6 5 3 - -


CR 1-6, Lawful Lord
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Early on, Wilhelm Rothheim is a respected lord in the kingdom. He is a skilled diplomat, and a fair lord, much to the King's delight. Those who owe fealty to him are treated very well, and he's very proactive about their safety. This means he'll likely hire out adventurers to deal with problems like dealing with the bandits on the high road, rooting out the rumored cultists on the border keep, or dealing with the raiding goblin tribe in the mountains to the west. He's a typical, Lawful Good noble that the PC's are likely to deal well with.


CR 8-10, Blood of the Aristocracy
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Around this time, Lord Rothheim spends a summer in a neighboring kingdom. While there, he performs his duties well, meeting with numerous foreign nobles, attending celebrations and visiting the neighboring kingdom's court. One of the nobles he meets turns out to be a vampire with designs on ruling the kingdom, and an eye towards expanding into the kingdom Rothheim serves as well. This vampire decides to turn Rothheim into one of his minions. He drains Rothheim dry, and spends the next several days "caring" for Rothheim, whom he claims has fallen gravely ill. When Rothheim rises as a new, evil vampire, he finds that he is strong enough to shake off his "master", but decides to play along and pretend to be a loyal puppet. His "master" gives him all the information he'll need to survive as a vampire, and sends Rothheim on his way home with orders to begin swaying nobles to his cause in preparation for eventual takeover. Rothheim takes the plan as his own. He begins to convince the various lords of his kingdom to support him. Those he cannot convince, he charms, dominates, turns into spawn, or as a last resort, slays. He begins discreetly sowing seeds of discontent among the populace for the King, and positioning himself in line to inherit (or take) the throne. All the while, he subtly builds a defense against possible aggression from his "master" and the neighboring kingdom. At this point, Rothheim is a manipulator and caster who uses his servants (charmed, dominated, or undead) to strike down any threats to his person. He can dash in and strike for decent damage with Knowledge Devotion where needed, but does not expose himself to needless risk. His personal defenses are supercharged by the Vampire template, and the Swiftblade prestige class. He's happy to throw spells to enhance his minions or harm his foes. He can withstand sunlight for a limited time, but always applies Liquid Night (hidden by Disguise Self if necessary) before appearing in public during the day. Rothheim will likely continue to utilize the party, though the nature of his requests have changed somewhat. Now his requests focus more on foiling the neighboring kingdom and harming those who would harm his domain rather than protecting his people. If the PCs regularly spend time in Rothheim's kingdom, they'll see signs of change. Perhaps where dangerous criminals were once executed publicly, now they are pitted against one another in gladitorial arenas. Astute PCs may even notice that the punishment for many minor crimes has become more severe. The idea is that these changes (intended to bring about a more LE society) happen relatively slowly, and always appear to be in the best interest of the people. All the while, Lord Wilhelm Rothheim comes off as suave, sophisticated, and very convincing.


CR 11-15, Le Roi Est Mort, Vive Le Roi!
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It is during this time that Rothheim makes his move. He's got all the influence he needs to rise to power, now he just needs the opportunity. That opportunity being the assassination of the king (during the Harvest Ball) at the hands of the neighboring kingdom. At least, that's what Rothheim's agents will make it look like. After the King's death, the lords of the kingdom gather and overwhelmingly support Rothheim taking the throne. Publicly, he voices his reluctance, but vows to make the neighboring kingdom pay for their crimes. And so it is with an apparent heavy heart that Good King Rothheim ascends to power. He will likely hire the PCs both before and after the King's assassination to investigate activity on the border with the neighboring kingdom. As he is privvy to some of his "master's" plans (he still pretends to be a loyal servant right up until the assassination of the King), he is able to provide accurate information on the location of his "master's" agents. The PCs make an excellent tool for hindering his "master's" plans and eliminating his agents. As far as Rothheim's personal tactics go in battle, he continues to use minions to do his fighting for him, although he has now become a much larger danger personally. He can deal a large chunk of damage with an Arcane Strike powered Bounding Assault or his Haste bolstered attacks, and has considerable capabilities to spring a surprise attack on his foes with Invisibility spells, or to simply Dominate or Charm those who aren't immune. Defensively, Swiftblade boosts his defenses nicely, and can be augmented by some tasty spells from his Beguiler list, like Greater Mirror Image.


CR 16-20, Good King Rothheim, Defender of the Realm
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Now is the season for war. At this point, Rothheim is all too happy to point the PCs in the direction of his "master", in the hopes of having them remove the only remaining obstacle to his conquest of the neighboring kingdom. Otherwise, he prepares the kingdom for war. Rothheim's "master" should be a potent foe, and a suitable "miniboss". Should he have the opportunity to speak with the PCs, he's more than happy to relay the information that Rothheim is, in fact, a vampire. There are many points along the line where the PCs have the opportunity to suss this information out themselves, and indeed should if the campaign isn't going all the way to 20th level (stopping Rothheim's plot to assassinate the king would be a solidly dramatic ending, as the PCs duke it out with Rothheim and his servants at the Harvest Ball). However, should the campaign go this far, then after dealing with Rothheim's "master", the PCs will be well positioned and equipped to deal with vampires, and a climactic battle with Rothheim and his servants in his throne room should be a suitable end to the campaign. If Rothheim isn't to be the main focus of the campaign, he and his kingdom can still be sprinkled into the campaign, with the PCs continuing to work for him or uncover and thwart his plans at any point from CR 8-20. Rothheim has a few new goodies to throw around at this point. Skewer Foe gives him a little more oomph in a full attack (or a small boost in a Bounding Assault), Dream Casting gives him the ability to speak with (and Charm) anyone when they are sleeping, and Versatile Caster ensures that he has plenty of his most potent spells to throw around. Oh, and thanks to Swiftblade, he is so fast that he can utilize Timestop when necessary to either beat feet, or buff himself properly before a fight. You know Santiago from the Interview With a Vampire movie? He's got nothing on Rothheim's speed.


The Fallen Corruptor
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The Vampire template lists alignment as "Always Evil". According to the Alignment section in the Monster Manual Glossary, this means the creature is "born" with the alignment. Which means that newly created vampires are "born" evil. So Rothheim starts as a Lawful Good human, and is "born" as a Lawful Evil vampire. Which is a mechanical change, rather than a solely roleplay based one. In addition, Rothheim many methods of corrupting others - through Diplomacy (high modifier coupled with Social Recovery and Glibness to re-roll a failed check with a sky-high Bluff modifier), Charm and Dominate spells, and turning them into spawn. Lastly, Rothheim is, at no point, a Paladin.


References
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Monster Manual - Vampire template
Player's Handbook - Dodge, Mobility, Silent Spell, Spring Attack
Player's Handbook II - Beguiler, Bounding Assault
Libris Mortis - Endure Sunlight, Improved Turn Resistance, Liquid Night
Wizards.com - Swiftblade
Complete Warrior - Arcane Strike
Spell Compendium - Dream Casting
Races of the Dragon - Versatile Spellcaster, Power Word Pain
Champions of Ruin - Skewer Foe
Complete Champion - Knowledge Devotion