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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Revised Vampire ("classic" i.e. no energy drain)

    Hello all, here's a vampire that's a bit closer to the Dracula archetype.

    VAMPIRE NOBLE (Vampire Aristocrat 12th)

    MEDIUM UNDEAD ([Evil])
    Hit Dice: 12d12+24 (156 hp)
    Initiative: +10
    Speed: 40 ft. (8 squares), climb 20 ft.
    Armor Class: 28 (+6 Dex, +5 deflection, +7 +3 mythril chain shirt), touch 21, flat-footed 22
    Base Attack/Grapple: +8/+13
    Attack: +3 longsword +16 melee (1d8+8/19-20) or +3 composite (+5) longbow +17 ranged (1d8+8/x3) or slam +13 melee (1d4+5)
    Full Attack: +3 longsword +16/+11 melee (1d8+8/19-20) and slam +8 melee (1d4+2); or +3 composite (+5) longbow +17/+12 ranged (1d8+8/x3); or 2 slams +13 melee (1d4+5) and bite (1d6+2 plus blood drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blood drain, children of the night, control weather, create spawn, hypnotic gaze
    Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., scent, shapechange, undead traits, unearthly grace, vampire weaknesses, wealth
    Saves: Fort +13, Ref +17, Will +17
    Abilities: Str 20, Dex 22, Con 14, Int 14, Wis 14, Cha 20
    Skills: Appraise +17, Bluff +20, Climb +13, Diplomacy +26, Disguise +5 (+7 acting), Hide +14, Intimidate +22, Jump +9, Knowledge (history, nobility and royalty) +17, Listen +10, Move Silently +14, Perform (any one) +20, Sense Motive +17, Spot +10
    Feats: Ability Focus (hypnotic gaze), Great Fortitude, Improved Initiative, Iron Will, LeadershipB, Lightning Reflexes
    Environment: Any
    Organization: Solitary or clan (1 plus 1-12 created vampires plus leader's followers)
    Challenge Rating: 12
    Treasure: Triple standard (plus gear)
    Alignment: Always evil (usually chaotic)
    Advancement: By character class
    Level Adjustment: +2

    The Countess approaches, as enchantingly beautiful as the villagers warned you she would be. You are careful to avoid meeting her gaze - her eyes gleam like fiery rubies and you know that to look into them is to look into the Abyss itself. She smiles coldly and cruelly at your aversion, baring a pair of ivory fangs.

    "Come to your deaths, interlopers! Come to the Countess of Blood!"


    A vampire noble is a pre-eminent member of the accursed nosferatu. It exhibits several supernatural powers beyond those of its lesser kin, and in fact may command one or more of its brethren. Vampire nobles are the ultimate hedonists, frittering away their immortality on pleasures of the flesh both wondrous and vicious.

    Vampire nobles appear much as they did in life, save with ashen pallours (except after feeding), ruby-red eyes, and ivory fangs. They speak all the languages they knew in life (typically Common plus Celestial, Elven, Sylvan, and other courtly languages).

    Combat
    A vampire noble rarely chooses to enter combat itself (except for those who were bloodthirsty conquerors in life). They much prefer to hypnotise foes and sacrifice their followers and minions first.

    A vampire noble's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

    Blood Drain (Ex)
    A vampire noble deals 1d4 points of Constitution, Dexterity, and Strength damage with a successful bite attack. It automatically hits a grappled opponent with a bite attack on a successful grapple check. A vampire noble may choose to deal this ability damage as ability drain to a sleeping or otherwise helpless opponent, and may also choose to waive the base bite damage to such opponents.

    Children of the Night (Ex)
    Vampire nobles command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, 3d6 dire rats, 2d6 dire bats, a pack of 3d6 wolves, or a pack of 1d6 dire wolves as a standard action. (If the vampire noble is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

    Control Weather (Sp)
    A vampire noble can control weather as the spell (caster level 12th) at will as a full-round action.

    Create Spawn (Ex)
    Any creature slain by Constitution damage from a vampire noble's blood drain rises as a ravenous ghoul (with Hit Dice advanced to match its character level in life) on the next night. Ghouls created in this way owe no particular loyalty to the vampire noble that created them.

    Alternatively, a vampire noble may create another of its kind from a victim. It must deal Constitution drain with its blood drain to the victim on at least three different nights, and feed the victim some of the noble's own blood on at least one of those nights. A creature subjected to this process dies and rises as a vampire noble after three nights. Vampire nobles created in this way are friendly to their creator, though this familiarity may turn to contempt with the passing of the centuries.

    If a creature suffers Constitution drain from a vampire noble's blood drain on at least one occasion and is fed some of that noble's blood at least once, they are cursed and bound to the vampire noble. The two individuals share an empathic link as a wizard and her familiar, save that this bond functions over any distance. Every week the victim must make a Will save (as if against the vampire noble's hypnotic gaze) or become loyal to the vampire noble and its cause. This curse can be broken with break enchantment, dispel evil, or remove curse, and is suppressed by protection from evil and similar effects.

    Hypnotic Gaze (Su)
    As hypnotism (no HD limit and no need for the vampire noble to speak) and modify memory, 30 feet, Will DC 23 negates. The save DC is Charisma-based. The vampire noble retains this power even while shapechanged.

    Shapechange (Sp)
    A vampire noble can shapechange as the spell (caster level 12th) at will as a full-round action. It may use this power only to assume the form of any creature it could summon via its children of the night ability (including swarms). While in the form of a swarm, the vampire noble gains the hive mind special quality, and survives so long as even a single creature from the swarm survives. The vampire noble may also use this power to assume the following forms:

    Gaseous form: As the spell.
    Loup-Garou: This form resembles a werewolf. The vampire noble's slam attacks become claw attacks, the damage die of all its natural weapons are increased one step, it gains a +5 bonus to its natural armour, and its base land speed becomes 60 feet.
    Nosferatu: This form resembles a werebat. The vampire noble's slam attacks become wing buffet attacks, the damage die of all its natural weapons are increased one step, it gains a +5 bonus to its natural armour, and it gains a fly speed of 40 feet with good maneuverability. On a successful grapple check a vampire noble in nosferatu form can carry a victim as though it had the Multigrab and Greater Multigrab feats.

    Unearthly Grace (Su)
    A vampire noble adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

    Vampire Weaknesses (Ex)
    For all their power, vampire nobles have several key weaknesses.

    Hibernation: A vampire noble is paralysed during the day. It retains the use of its children of the night, control weather, and hypnotic gaze powers while paralysed but cannot otherwise take actions. A vampire noble does not heal naturally or regain spells per day unless it rests in a coffin containing soil from the homeland of its past life.

    Running Water: A vampire noble cannot cross any large body of water under its own power (e.g. by swimming, flying, etc.). It must be transported by another creature or effect.

    Sunlight: A vampire noble exposed to sunlight takes 1d4 points of Consitution damage each round, loses all of its racial powers, and may not take any actions more strenous than a single 5-foot step each round.

    Wards: A vampire may not enter the area of a magic circle against evil, consecrate, or hallow effect, may not enter a building or area devoted to a non-evil deity, and cannot enter a private residence uninvited.

    Weapons: A vampire is susceptible to critical hits from vorpal weapons and wooden stakes. These critical hits are always treated a coup de grace attempts against the vampire noble.

    Wealth (Ex)
    A vampire noble possesses unimaginable wealth, accumulated during its life and through supernatural means in unlife. It always possesses magic gear, and automatically gains 3d6 gp each day from mundane investments and unholy patrons.

    Skills
    A vampire noble receives skills as though it were a fey creature. It has a +8 racial bonus on Climb, Hide, Listen, Move Silently, and Spot checks. A vampire noble can always choose to take 10 on a Climb check, even if rushed or threatened.

    Feats
    A vampire noble gains Leadership as a bonus feat and has a +10 racial bonus to its Leadership score for the purpose of attracting followers. These followers are generally from clans that swore to serve the vampire noble in ages past, or are ambitious or weak-willed individuals corrupted by the vampire noble's promises of wealth, power, passion, or eternal life. A vampire noble in service to another vampire noble does not gain these benefits until it strikes out on its own.
    Last edited by rferries; 2017-10-09 at 09:49 AM.

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