Need help designing a class.

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Need help designing a class.

Postby Jacon » Thu Jun 13, 2013 3:30 pm

Hi everyone. I hope this is the right place to put this. I run a heavily homebrewed 3.5 dnd game. None of the combat rules are homebrewed but I specially design dailies ( stolen from 4th edition.) to each character. For instance one character can change himself into a bear for one round. ( allowing three attacks.) He's a cleric.

In my gameworld the island the characters live in is controlled by four incredibly powerful overseers that were the previous characters of the players turned evil. One is a massive tank troll, another is a paladin turned demon death knight, a powerful sorcerer and a vampire lord. One of the new characters says he's interested in becoming a vampire and I always want to please the players but I don't want him to gain the vampire powers like in the book because this would put his level way past everyone elses. ( I made this mistake once in the previous campaign. The tank troll was actually a orc but in preparation for the climax he got a artifact that turned him into a troll. Well it made sense for the story and was fun for a while it did make him really powerful in comparison to the other pcs.) I was thinking of creating a vampire class that he could take levels in thus keeping him at the same level as everyone else.

The general idea for the class would be that it would massively increase his attack power at night and in dark places but make him the weakest character in the sunlight ( The sun not killing him because he's wearing alot of robes.)

One idea I had was that if he doesn't drink blood he'll enter into a feral state in a couple of days which would be similar to a barbarians rage but maybe more powerful but he'd target everyone who had blood including allies. Their would also be a state which would be close to feral but not quite there and he would sometimes lash out at his allies in a blood lust. ( His will against a dc that i'd have to figure out.)

Anyway anyone got any ideas to add to a vampire class? Weakness's or strengths?
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Re: Need help designing a class.

Postby LAYF » Thu Jun 13, 2013 3:44 pm

Hmm.. well, there is the official Vampire class

Here


others have made some classes for the same, oslecamo's take on it:

[spoil]
Code: Select all
REQUIREMENTS:
To qualify to become a Vampire, a character must fulfill all the following criteria.

Special: The character must have been killed by a Vampire's bite (see Greater Blood Powers).

-OR-

Feats: Alertness, Dodge, Combat Reflexes.
Special: Constitution 10+ and the character must have a special evil ritual performed upon him.

This class may be taken at first level by using flaws to gain extra feats.

HD: d12



Level

Bab

Fort

Ref

Will

Feature



1

+ 0

+0

+0

+ 2

Vampire Body, Vampire Vulnerabilities, Resting Place,  Blood Drain, Blood Power



2

+ 1

+0

+0

+ 3

 Greater Blood Powers


Skills: 2 + Intelligence modifier per level, no class skills

Proficiencies: The Vampire is proficient with all simple weapons.

Vampire body: Unlike other monster classes, the Vampire doesn't lose his racial ability modifiers, but he does gain undead traits:





    *  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, 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.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
    * Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  * Vampires don't need to breath, eat, or sleep. However, a Vampire may do any of the three if desired.


The Vampire gains a slam attack dealing 1d6 plus 1-1/2 times his Strength bonus.

Any previously gained HD are changed to d12, and any new HD gained are also changed to d12.

In addition, the Vampire gains a natural armor bonus equal to its Strength or Charisma bonus, whichever is higher.

Vampire Vulnerabilities: The vampire becomes vulnerable to a variety of things in diferent degrees.





Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

A Vampire casts no reflection on a mirror.

Exposing any Vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion (unless the base creature had a swim speed, in wich case the vampire can swim freely). Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).


Resting Place: a vampire who rests for 8 hours over a layer of dirt taken from 100 feet of his birthplace completely heals his HP. Most vampire craft coffins wich are filled with such dirt so they always have a safe place to return to (see also fast healing blood power).

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains a blood charge that is saved for later use. A vampire can save a number of Blood Charges equal to his HD multiplied by his Strength bonus or Charisma bonus (whichever one is higher).

If a Vampire drains blood from a creature with 3 or more points of Intelligence, it gains 2 Blood Charges on a successful attack instead.
If a Vampire drains blood from a member of it's base race, it gains 4 blood charges on a successful attack instead.

The Vampire can only obtain a Blood Charge from living beings. Drinking blood from dead creatures or drinking preserved blood tastes foul to the Vampire and provides no Blood Charges.

The Vampire can drain blood from summoned creatures, but the charges obtained this way disappear when the summoned monster disappears.

Each day, the Vampire loses a number of Blood Charges equal to his HD. If he rested 8 hours in his resting place, he only loses half that number, rounded up. If the vampire doesn't have enough blood charges to satisfy it's needs by morning, he takes a penalty to all d20 rolls equal to the number of missing blood charges, up to a penalty equal to twice his own HD. The penalty lasts until the Vampire gets a number of Blood Charges equal to his HD or more and spends 8 hours on his resting place.

Blood Powers: The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Blood Power is a free action.

Vampire Aptitude: By expending one Blood Charge, the Vampire gains a +3 untyped bonus to the skill of his choice for 1 hour. Any bonuses given by this ability cannot exceed 2 higher than the Vampire's HD

Vampire Might: By expending one Blood Charge, the Vampire gains a +1 untyped bonus to an ability score of his choice for one hour. Multiple uses of this power for the same ability score stack, but any bonuses granted by this ability for a single ability score cannot exceed the Vampire's HD.

Night Form(Su): By expending one Blood Charge, a vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the Vampire loses its natural slam attack, but it gains the natural weapons and any extraordinary special attacks of its new form. This ability lasts 24 hours. Otherwise it functions as the Alternate Form ability.

If the Vampire has 4 or more HD, it can also use this ability to take the form of a dire wolf or dire bat at the cost of 2 Blood Charges.

According to the campaign setting and Vampire's original race, the vampire may replace some of it's forms with others more apropriate, with authorization of the DM.
Gaseous Form (Su): As a standard action the Vampire may expend any number of Blood Charges. The Vampire assumes a Gaseous Form as the spell, but with a fly speed of 20 ft. with perfect maneuverability, and with a caster level equal to the number of Blood Charges spent.

Dark healing: By expending one Blood Charge, the Vampire gains Fast Healing 1 for 1 minute. If reduced to 0 hit points while Dark Healing is active, the Vampire automatically assumes a Gaseous Form and attempts to escape. It must reach its resting place within 2 hours or be utterly destroyed. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once resting in its resting place, a Vampire is helpless. It regains 1 hit point after 1 hour, after which he is no longer helpless.

Spider Climb (Ex): By expending one Blood Charge, a Vampire can climb any surface as though affected by a Spider Climb spell for 1 hour.

Greater Blood powers: At second level, the Vampire can use his drained blood to fuel even stronger abilities. The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Greater Blood Power is a free action.

Children of the Night (Sp): By expending one Blood Charge, a Vampire may cast a Summon Nature's Ally spell as a spell-like ability as a standard action, with a caster level equal to his HD. As a Vampire gains more HD, more powerful spells become available to him.

At 3HD, it may use Summon Nature's Ally II for three Blood Charges
At 5HD, it may use Summon Nature's Ally III for five Blood Charges
At 7HD, it may use Summon Nature's Ally IV for seven Blood Charges
At 9HD, it may use Summon Nature's AllyV for nine Blood Charges
At 11HD, it may use Summon Nature's Ally VI for eleven Blood Charges.
At 13HD, it may use Summon Nature's Ally VII for thirteen Blood Charges
At 15HD, it may use Summon Nature's Ally VIII for fifteen Blood Charges.
At 17HD, it may use Summon Nature's Ally IX for seventeen Blood Charges

If the Vampire summons a single creature, add the Vampire's Charisma or Strenght modifier(whicever's higher) to its attack rolls, damage rolls, skills and saves.

If the vampire chooses to summon more than one creature with Summon Nature's Ally, double the number of summoned creatures.

The summoned creatures are all evil-aligned and have dark and wolfish features. For example, a wolf might have pitch black fur, sprites might have red eyes and sharp fangs.The Vampire cannot drain blood from creatures summoned in this way.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. As a standard action, a Vampire may expend any number of Blood Charges. Any creature looking at the Vampire's eyes must make a DC (10 + Blood Charges spent + Strength or Charisma bonus) will save or fall under the Vampire’s influence as though controlled by a Charm Monster spell with a caster level equal to the number of Blood Charges spent. The ability has a range of 30 feet, and lasts 24 hours. The Vampire cannot spend more than 1/2 his HD (rounded down) in this way.

At 10 HD, this ability functions as Dominate Monster, but with the same exceptions noted earlier.

Create Spawn (Su) If a Vampire lowers a victim’s Constitution score to 0 and then expends Blood Charges equal to the victim's HD, the victim returns to life 1d4 days after burial (it must be properly buried and not too much damage) with one level of vampire. The new vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a Vampire may control up to two times his HD of Vampire Spawns; any spawns he creates that would exceed this limit are created as free-willed Vampires. A Vampire that is enslaved may create and enslave spawn of its own once it gains another Vampire level, so a master Vampire can control a number of lesser Vampires in this fashion. A Vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Vampire or Vampire Spawn cannot be enslaved again.

Energy Drain (Su): By expending one Blood Charge, a Vampire can cause living creatures hit by his slam attack (or any other natural weapon the Vampire might possess) to gain two negative levels. The Vampire gains one Blood Charge for each negative level bestowed in this way(2 for sentient creatures, 4 for same race). A Vampire can use its Energy Drain ability once only once per round. The save DC to remove the levels is 10 + 1/2 HD + Charisma or Strength bonus (whichever is higher). Creatures killed by energy drain don't return as vampires, but the vampire can weaken them with the energy drain and finish them with blood drain.

Unholy skin: By expending one Blood Charge, the Vampire gains DR/silver and magic equal to half of his HD, and cold, electricity, and turn resistance equal to it's HD, for one hour. While unholy skin is active, the vampire's natural attacks count as magic for bypassing DR.

Dark magic: If a Vampire has caster or manifester levels, it may spend Blood Charges when regaining spell slots or power slots. He may expend Blood Charges equal to his HD multiplied by the highest spell level he can cast normally. If he does, his Vampire levels stack with caster levels and or manifester levels for determining spells known, spells per day, powers known, powers per day, power points per day and the caster or manifester levels for such spells or powers.

For example, a wizard 1 / Vampire 2 rests, and in the morning before preparing his spells, expends 3 Blood Charges, his two Vampire levels count as wizard levels for all purposes mentioned above.

Alternatively, a Vampire may expend Blood Charges equal to half his HD when regaining spell slots to increase his caster or manifester level by two, but without gaining any extra spells/powers known or spell slots/power points.

[/spoil]


but biggest problem with the official class is no HD at all vampire levels...

Meh... hope it helps..
-Best regards LAYF
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Re: Need help designing a class.

Postby ThroughTheWell » Fri Jun 14, 2013 9:13 am

I have 2 thoughts, and maybe more to say later when I have more time. 1: break the vamp template down into LA # of levels, then let the player pay for 1 level at a time. 2: read Vampire, The Masquerade players handbook. Then ask the player what kind of vamp they want to be. Then parse bits of that end goal out to them per level. Player would start as a low level vamp, in a culture of vamps that demand fealty and want to remain hidden. Player would need to make a will save each day in order not to 'feed'. Will save would get tougher for each day without feeding, each major 'sin', any fight, taking more than half HP damage, etc, some of which might force another will save. By making the vamp characteristics more ala cart, they might not have to pay as many levels, and you keep the power level lower, and you can place the more powerful powers several levels of vamp down the line.

At level 1 of vamp, I'd probaly assign 1 fast healing, +2 to 1 stat, sunlight vulnerability, and bite resistlessness (victum stops resisting once bit).
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Re: Need help designing a class.

Postby currently_awake » Sun Sep 01, 2013 9:31 pm

Most undead have levels of monster. Those special Vampire powers come from those levels. Your new character won't have those levels yet, therefore won't have those powers yet. You make them take levels in Vampire in order to gain the powers.
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Re: Need help designing a class.

Postby knightwalkr » Wed Oct 30, 2013 5:53 am

Id start off with basics

need to feed-at most once every 4 days
powers-strength (bull strength), mesmerizing gaze (charm), find a couple spells that wouldnt over power your game
powers would say be once a day activation per character level level 2 he can use 2 powers a day. You could set up powers as feats and then base the class off of warrior or sorcerer. require him to buy at least one power every feat level. (if you want ideas for powers you could look at vampire the masquerade and look for spells you can alter to mimic the powers)
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Re: Need help designing a class.

Postby thesilence » Thu May 07, 2015 11:15 am

The official vampire class is based on Dracula; it has that +8 level adjustment because it grants the ability to single-handedly convert a limitless number of low-level characters into obedient minions, potentially making the character a walking apocalypse if he can avoid being taken down by local clerics for long enough. Making a more practical version for player-character use is simple enough; remove the Create Spawn ability and you can knock at least three levels off of that LA.
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Re: Need help designing a class.

Postby Kushner » Mon Jul 13, 2015 12:30 am

LAYF wrote:Hmm.. well, there is the official Vampire class

Here


others have made some classes for the same, oslecamo's take on it:

[spoil]
Code: Select all
REQUIREMENTS:
To qualify to become a Vampire, a character must fulfill all the following criteria.

Special: The character must have been killed by a Vampire's bite (see Greater Blood Powers).

-OR-

Feats: Alertness, Dodge, Combat Reflexes.
Special: Constitution 10+ and the character must have a special evil ritual performed upon him.

This class may be taken at first level by using flaws to gain extra feats.

HD: d12



Level

Bab

Fort

Ref

Will

Feature



1

+ 0

+0

+0

+ 2

Vampire Body, Vampire Vulnerabilities, Resting Place,  Blood Drain, Blood Power



2

+ 1

+0

+0

+ 3

 Greater Blood Powers


Skills: 2 + Intelligence modifier per level, no class skills

Proficiencies: The Vampire is proficient with all simple weapons.

Vampire body: Unlike other monster classes, the Vampire doesn't lose his racial ability modifiers, but he does gain undead traits:





    *  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, 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.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
    * Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  * Vampires don't need to breath, eat, or sleep. However, a Vampire may do any of the three if desired.


The Vampire gains a slam attack dealing 1d6 plus 1-1/2 times his Strength bonus.

Any previously gained HD are changed to d12, and any new HD gained are also changed to d12.

In addition, the Vampire gains a natural armor bonus equal to its Strength or Charisma bonus, whichever is higher.

Vampire Vulnerabilities: The vampire becomes vulnerable to a variety of things in diferent degrees.





Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

A Vampire casts no reflection on a mirror.

Exposing any Vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion (unless the base creature had a swim speed, in wich case the vampire can swim freely). Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).


Resting Place: a vampire who rests for 8 hours over a layer of dirt taken from 100 feet of his birthplace completely heals his HP. Most vampire craft coffins wich are filled with such dirt so they always have a safe place to return to (see also fast healing blood power).

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains a blood charge that is saved for later use. A vampire can save a number of Blood Charges equal to his HD multiplied by his Strength bonus or Charisma bonus (whichever one is higher).

If a Vampire drains blood from a creature with 3 or more points of Intelligence, it gains 2 Blood Charges on a successful attack instead.
If a Vampire drains blood from a member of it's base race, it gains 4 blood charges on a successful attack instead.

The Vampire can only obtain a Blood Charge from living beings. Drinking blood from dead creatures or drinking preserved blood tastes foul to the Vampire and provides no Blood Charges.

The Vampire can drain blood from summoned creatures, but the charges obtained this way disappear when the summoned monster disappears.

Each day, the Vampire loses a number of Blood Charges equal to his HD. If he rested 8 hours in his resting place, he only loses half that number, rounded up. If the vampire doesn't have enough blood charges to satisfy it's needs by morning, he takes a penalty to all d20 rolls equal to the number of missing blood charges, up to a penalty equal to twice his own HD. The penalty lasts until the Vampire gets a number of Blood Charges equal to his HD or more and spends 8 hours on his resting place.

Blood Powers: The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Blood Power is a free action.

Vampire Aptitude: By expending one Blood Charge, the Vampire gains a +3 untyped bonus to the skill of his choice for 1 hour. Any bonuses given by this ability cannot exceed 2 higher than the Vampire's HD

Vampire Might: By expending one Blood Charge, the Vampire gains a +1 untyped bonus to an ability score of his choice for one hour. Multiple uses of this power for the same ability score stack, but any bonuses granted by this ability for a single ability score cannot exceed the Vampire's HD.

Night Form(Su): By expending one Blood Charge, a vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the Vampire loses its natural slam attack, but it gains the natural weapons and any extraordinary special attacks of its new form. This ability lasts 24 hours. Otherwise it functions as the Alternate Form ability.

If the Vampire has 4 or more HD, it can also use this ability to take the form of a dire wolf or dire bat at the cost of 2 Blood Charges.

According to the campaign setting and Vampire's original race, the vampire may replace some of it's forms with others more apropriate, with authorization of the DM.
Gaseous Form (Su): As a standard action the Vampire may expend any number of Blood Charges. The Vampire assumes a Gaseous Form as the spell, but with a fly speed of 20 ft. with perfect maneuverability, and with a caster level equal to the number of Blood Charges spent.

Dark healing: By expending one Blood Charge, the Vampire gains Fast Healing 1 for 1 minute. If reduced to 0 hit points while Dark Healing is active, the Vampire automatically assumes a Gaseous Form and attempts to escape. It must reach its resting place within 2 hours or be utterly destroyed. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once resting in its resting place, a Vampire is helpless. It regains 1 hit point after 1 hour, after which he is no longer helpless.

Spider Climb (Ex): By expending one Blood Charge, a Vampire can climb any surface as though affected by a Spider Climb spell for 1 hour.

Greater Blood powers: At second level, the Vampire can use his drained blood to fuel even stronger abilities. The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Greater Blood Power is a free action.

Children of the Night (Sp): By expending one Blood Charge, a Vampire may cast a Summon Nature's Ally spell as a spell-like ability as a standard action, with a caster level equal to his HD. As a Vampire gains more HD, more powerful spells become available to him.

At 3HD, it may use Summon Nature's Ally II for three Blood Charges
At 5HD, it may use Summon Nature's Ally III for five Blood Charges
At 7HD, it may use Summon Nature's Ally IV for seven Blood Charges
At 9HD, it may use Summon Nature's AllyV for nine Blood Charges
At 11HD, it may use Summon Nature's Ally VI for eleven Blood Charges.
At 13HD, it may use Summon Nature's Ally VII for thirteen Blood Charges
At 15HD, it may use Summon Nature's Ally VIII for fifteen Blood Charges.
At 17HD, it may use Summon Nature's Ally IX for seventeen Blood Charges

If the Vampire summons a single creature, add the Vampire's Charisma or Strenght modifier(whicever's higher) to its attack rolls, damage rolls, skills and saves.

If the vampire chooses to summon more than one creature with Summon Nature's Ally, double the number of summoned creatures.

The summoned creatures are all evil-aligned and have dark and wolfish features. For example, a wolf might have pitch black fur, sprites might have red eyes and sharp fangs.The Vampire cannot drain blood from creatures summoned in this way.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. As a standard action, a Vampire may expend any number of Blood Charges. Any creature looking at the Vampire's eyes must make a DC (10 + Blood Charges spent + Strength or Charisma bonus) will save or fall under the Vampire’s influence as though controlled by a Charm Monster spell with a caster level equal to the number of Blood Charges spent. The ability has a range of 30 feet, and lasts 24 hours. The Vampire cannot spend more than 1/2 his HD (rounded down) in this way.

At 10 HD, this ability functions as Dominate Monster, but with the same exceptions noted earlier.

Create Spawn (Su) If a Vampire lowers a victim’s Constitution score to 0 and then expends Blood Charges equal to the victim's HD, the victim returns to life 1d4 days after burial (it must be properly buried and not too much damage) with one level of vampire. The new vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a Vampire may control up to two times his HD of Vampire Spawns; any spawns he creates that would exceed this limit are created as free-willed Vampires. A Vampire that is enslaved may create and enslave spawn of its own once it gains another Vampire level, so a master Vampire can control a number of lesser Vampires in this fashion. A Vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Vampire or Vampire Spawn cannot be enslaved again.

Energy Drain (Su): By expending one Blood Charge, a Vampire can cause living creatures hit by his slam attack (or any other natural weapon the Vampire might possess) to gain two negative levels. The Vampire gains one Blood Charge for each negative level bestowed in this way(2 for sentient creatures, 4 for same race). A Vampire can use its Energy Drain ability once only once per round. The save DC to remove the levels is 10 + 1/2 HD + Charisma or Strength bonus (whichever is higher). Creatures killed by energy drain don't return as vampires, but the vampire can weaken them with the energy drain and finish them with blood drain.

Unholy skin: By expending one Blood Charge, the Vampire gains DR/silver and magic equal to half of his HD, and cold, electricity, and turn resistance equal to it's HD, for one hour. While unholy skin is active, the vampire's natural attacks count as magic for bypassing DR.

Dark magic: If a Vampire has caster or manifester levels, it may spend Blood Charges when regaining spell slots or power slots. He may expend Blood Charges equal to his HD multiplied by the highest spell level he can cast normally. If he does, his Vampire levels stack with caster levels and or manifester levels for determining spells known, spells per day, powers known, powers per day, power points per day and the caster or manifester levels for such spells or powers.

For example, a wizard 1 / Vampire 2 rests, and in the morning before preparing his spells, expends 3 Blood Charges, his two Vampire levels count as wizard levels for all purposes mentioned above.

Alternatively, a Vampire may expend Blood Charges equal to half his HD when regaining spell slots to increase his caster or manifester level by two, but without gaining any extra spells/powers known or spell slots/power points.

[/spoil]


but biggest problem with the official class is no HD at all vampire levels...

Meh... hope it helps..


I have checked your referring link and it did helped me what you were talking about. Thanks
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