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Vampire

Player Class Class: Beast, Vampire Description: Cursed with Vampirism the player takes the benefits and penalties of playing an Undead character. No one can create a Vampire Class Character, it must be created during play. Once the deed is completed the character becomes Dual Class, becoming a vampire and no longer progressing in their old class. Vampires appear just as they did in normal life, although their features are often hardened and feral. They often embrace finery and decadence and may assume the guise of nobility or business owner. Role: The Character no longer fits into a typical player role. They retain abilities from their prior class, therefor a warrior would still be a warrior and a thief would be a thief but the hindrances make the class not suitable for regular play. Vampire Clerics: They lose their ability to turn undead but gain the ability to confuse or command undead. Using the same chart for turning undead the priest can confuse controlled undead or command uncontrolled lesser undead. The Cleric may have to change deity. Sorcerers and Wizard Vampires: They retain their class abilities, but if they have a familiar other than a bat, rat or wolf, the link between them is broken and the familiar shuns its former companion. The character can summon another familiar but it must be a bat, rat or wolf. Alignment: While popular assumption is that all vampires are evil, the truth is that there are Lawful Good vampires in existence. The tragic story of a person forced into Vampirism and refusing to feed from mortals is a viable way to play. The player has the choice to change their alignment once the transformation is complete, however an evil character can not change to good. Previous Skills: The Vampire retains any languages it knew in life. It retains any class benefits from it's previous class. The Vampire also retains any racial abilities it has it it's previous life. Vampire Skills: The Vampire gains a +2 bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot Checks at level one. These bonuses change to +4 bonus at level 5 and +6 bonus at level 9. Attacks: The vampire gains a slam attack. For all unarmed attacks the vampires damage is 1d6 per 5 levels. ( i.e. a level 20 vampires unarmed attack is 4d6 damage). Special Note: Vampires do not cast a reflection in mirrors or do they cast shadows. This can be both a benefit and a hindrance.

Sanctuary: A Vampire may choose one sanctuary. This is a closed in space (like a coffin) or small room that it can retreat into to rest or heal. All healing done in the sanctuary is tripled. Special Benefits: The Vampire gains abilities at different levels. 1) Blood Drain (1st Level) A Vampire can drain blood from a living victim with its fangs by making a successful grapple check to pin its foe. If successful it drains blood for 1d4 points of damage per round. If the victim is willing the damage is reduced to 1 point per round. A Vampire needs at least 5 rounds of blood drain to satisfy its hunger (See Hindrances, Blood for penalties). A humanoid creature killed by the Vampires Blood Drain dies in 1d4 rounds. If the Vampire offers the dying victim their blood the victim rises as a Vampire Spawn (See Below). 2) Children of the Night Vampires command the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats (level 3), 10d10 bats (level 6), or 3d6 wolves (level 9). These creatures arrive in 2d6 rounds and serve the Vampire for up to one hour. 3) Create Spawn (4th Level) Any humanoid creature killed by the Blood Drain ability and offered the blood of the Vampire becomes a Spawn loyal to it's creator. All previous loyalties are lost permanently. A Vampire can loose it allegiance to it's creator by their death or their betrayal. The Spawn can move on to another Vampire for allegiance or choose to become a Master its self. 4) Dominate (2nd Level) A Vampire can crush an opponent's will just by gazing into his or her eyes. The Vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the Vampire. A target that fails a Willpower save (Base of 10 + Vampire's hit dice + Vampires charisma modifier targets save adjustment) becomes the Vampire's thrall for 1 day per level of the Vampire. The thrall temporarily loses all previous allegiances and adopts a singular unswerving allegiance to the Vampire. If the Vampire commands its thrall to do something blatantly self-destructive, the target can make a Willpower save to break the vampires control. If the save succeeds the target becomes free-willed and regains its previous allegiances. 5) Fast Healing(2nd Level) At 2nd level the Vampire gains the ability to heal 1 point of damage each round as long as he has at least 1 hit point. At 6th level its 3 HP and at 10th level its 5 HP. Once a Vampire reaches 0 HP it is forced into gaseous form and must flee to a safe place or his sanctuary to rest and is helpless for one hour. 6) Shape Shift A Vampire can assume different forms at different levels. Unless other wise noted the Vampire can remain in that form until it assumes another form or until the next sunrise. Level 1 Gaseous Form (Mist) Level 3 Rat and Bat Forms Level 5 Dog

Level 7 Wolf Level 9 Dire Wolf and Dire Bat Gaseous Form is once per day and lasts 10 minutes. At level 3 it is three times per day and lasts one hour. At level 8 it is at will and lasts until canceled. 7) Spider Climb (1st Level) The Vampire can climb sheer surfaces as though with a spider climb spell. Special Hindrances: The penalties for playing a Vampire character are strict and severe which makes this a very difficult class to play. 1) Blood - First and foremost the Vampire must drink fresh blood. This does not need to be the blood of mortals but must be the blood of a living mortal creature. A 1st level Vampire must feed at least once every three days or face a strict penalty. The Vampire temporary loses 1d12 HP per day after the third day of not feeding. There is no way to heal this damage. Physically the vampire will pale (even more than normal), loose muscle mass and generally have the look of someone suffering from insomnia and starvation. Their weaponless attacks suffer half damage. Upon reaching 0 HP the Vampire will enter a coma like state but does not die. They must either be force fed blood or make a save vs paralyze for an attempt to feed. Once fed a Vampire will instantly lose all hindrances from not feeding. At 10th level they must feed once a week increasing to a cap at 30th level of once a month. 2) Direct Sunlight A Vampire exposed to direct sunlight will take 1d6 points of damage per round of fire damage. Once they hit 0 HP they must make a save vs breath weapon or be consumed by fire and utterly destroyed. If the save is made they instantly assume gaseous form and flees to safety. 3) Garlic A Vampire can not enter or pass through any 5 foot square containing garlic. A Vampire takes a -2 penalty on melee attacks against a target wearing garlic. 4) Holy Symbol A Vampire takes a -2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol's touch deals 1d4 points of holy damage to a vampire, and a vampire reduced to 0 HP in this fashion is utterly destroyed. 5) Inviolate Sanctuary A Vampire cannot enter a privately owned residence unless invited by the rightful owner or tenant. Doing so will cause the Vampire to bleed out causing 1d6 points of damage per round until the Vampire is destroyed or flees. 6) Running Water A Vampire cannot cross running water on foot. They may be carried across or may fly over. A Vampire submerged under running water loses one-third of its remaining hit points for each round until it is destroyed at the end of the third round. 7) Wooden Stakes Wooden weapons that deal piercing damage (such

as stakes, arrows, pool cues, spear shafts and table legs) threaten a critical hit against a vampire on a natural 20, even though vampires are immune to critical hits. A successful critical hit stakes a vampire in place paralyzing them until the stake is removed. Hit Dice: D12 Natural AC: 14 with bonuses of -2 at 4th, 6th, and 8th level. Damage Reduction: Normal weapons do damage. Magical weapons do normal damage. Silver weapons get a +2 to damage. Wooden piercing weapons get a +1 to damage. Saving Bonuses / Penalties: Cold and Electricity +5 (+10 at level 10) / Fire -5 (-10 at level 10) Turn Resistance: A Vampire has a +4 turn resistance. Ability Scores: See the chart below to see the adjustment of ability scores. Note that a Vampire Player Character receives no Constitution bonuses no matter how high the score is. Vampire Class Experience Chart Level 1 2 3 4 5 6 7 8 9 36000 10 45000 Each additional level is 25000 XP per level. The Vampire gains +3 HP Per level after 10. Player's and Dungeon Master's Note: Role Playing a Vampire is not for the inexperienced player. It takes an attention to detail unlike any other class. It would be very hard to join a party of adventurers exploring the forest for fame and glory Saving Throw bonus and penalty, Fast Healing 3 Special Benefits XP Con -2, Blood Drain, Shape Shift 1, Spider Climb, 0 Vampire Skills 1, Str +2, Dominate, Fast Healing 1 1000 Cha +2, Dex +2, Children of the Night 1, Shape Shift 2, 3000 Gaseous Form 2 Str +2, -2 AC, Create Spawn, 6000 Wis +2, Shape Shift 3, Vampire Skills 2 10000 Int +2, Str +2, -2 AC, Children of the Night 2, 15000 Fast Healing 2 Dex +2, Shape Shift 4 21000 Cha +2, -2 AC, Gaseous Form 3 28000 Children of the Night 3, Shape Shift 5, Vampire Skills 3

if you can only go out at night. Vampires are hunter all over the land with people who specialize in taking them down. One must hide what their true nature is or every glory hound from the deepest depths of the realm will come to investigate. The Cure for Vampirism: Vampirism is a disease. Before the player reaches the 2nd level it may simply be cured by a cure disease spell cast by a 10th level or higher Cleric of any good alignment. The player must save vs system shock to survive the spell. If successful the player will require 1d6 +1 days of rest. They will revert back to their old character class, keeping the -2 to constitution penalty. However they do gain a natural sense undead in 20 foot radius. They will also prefer their steaks on the rare side. More Information: It is rumored that there is a cure for Vampirism that is even more powerful extending all the way to level 7. This rumor has been around for years but is founded on some truth. If one would decide that playing a Vampire is too hard perhaps they will champion the quest to find who is doing this research and volunteer to see if it really works.

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