A humanoid or monstrous humanoid can become a vampire, and looks as it did in life, with pale skin, haunting red eyes, and a feral cast to its features. A new vampire is created when another vampire drains the life out of a living creature.
Requirements
To qualify to become a Vampire, a character must fulfill all the following criteria:
- Special: Must be Aasimar, Bariaur, Changeling, Dwarf, Elf, Feline, Gnome, Goblin, Half-Elf, Halfling, Half-Orc, Human, Lupine, Mul, Murine, Pixie, or Tiefling.
- Special: Must take at least one level of another class to represent life before being turned.
- Special: Must be turned by another Vampire in play.
Create Spawn (Su)
A humanoid reduced to 0 Constitution or lower by a vampire’s blood drain rises as a vampire 1d4 days later. Several spells can prevent this, and the character can be raised normally in this time. If the target has equal or higher HD than the vampire, it gains 1 level of the vampire prestige class. Its experience points remain unchanged and any difference must be made up before it can gain another level in any other class. Its constitution score remains 0 and may never again rise above this number. The lost constitution points -10 may be redistributed to any other ability scores. It loses any bonus Hit Points the character had from previous levels, and it's Con Mod is considered +0. If the target has less HD than the vampire, it gains the level of vampire as above and is bound to the creator, causing the following restrictions:
- The created may never willingly attack the creator.
- The created suffers a -10 penalty to any will saves to resist the creator's blood magic.
The following applies to all vampires.
- The created and creator instictively know one anothers location and general condition, regardless of distance.
Hit Die
d8
Class Skills
The vampire's class skills (and the key ability for each skill) are:
Bluff (cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level
4 + Int Modifier
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special Abilities |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
1st |
+0 |
+2 |
+2 |
+0 |
Blood Healing, Blood Drain, DR 1/magic, Resistance 2 |
2 |
|
|
|
|
|
|
|
|
|
2nd |
+1 |
+3 |
+3 |
+0 |
|
2 |
|
|
|
|
|
|
|
|
|
3rd |
+2 |
+3 |
+3 |
+1 |
DR 2/magic |
3 |
|
|
|
|
|
|
|
|
|
4th |
+3 |
+4 |
+4 |
+1 |
Resistance 4 |
3 |
0 |
|
|
|
|
|
|
|
|
5th |
+3 |
+4 |
+4 |
+1 |
DR 3/magic |
3 |
1 |
|
|
|
|
|
|
|
|
6th |
+4 |
+5 |
+5 |
+2 |
|
4 |
2 |
0 |
|
|
|
|
|
|
|
7th |
+5 |
+5 |
+5 |
+2 |
DR 4/magic |
4 |
2 |
1 |
|
|
|
|
|
|
|
8th |
+6/+1 |
+6 |
+6 |
+2 |
Resistance 6 |
4 |
3 |
2 |
0 |
|
|
|
|
|
|
9th |
+6/+1 |
+6 |
+6 |
+3 |
DR 5/magic |
4 |
3 |
2 |
1 |
|
|
|
|
|
|
10th |
+7/+2 |
+7 |
+7 |
+3 |
|
4 |
3 |
3 |
2 |
0 |
|
|
|
|
|
11th |
+8/+3 |
+7 |
+7 |
+3 |
DR 6/magic |
4 |
4 |
3 |
2 |
1 |
|
|
|
|
|
12th |
+9/+4 |
+8 |
+8 |
+4 |
Resistance 8 |
4 |
4 |
3 |
3 |
2 |
0 |
|
|
|
|
13th |
+9/+4 |
+8 |
+8 |
+4 |
DR 7/magic |
4 |
4 |
4 |
3 |
2 |
1 |
|
|
|
|
14th |
+10/+5 |
+9 |
+9 |
+4 |
|
4 |
4 |
4 |
3 |
3 |
2 |
0 |
|
|
|
15th |
+11/+6/+1 |
+9 |
+9 |
+5 |
DR 8/magic |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
|
|
|
16th |
+12/+7/+2 |
+10 |
+10 |
+5 |
Resistance 10 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
0 |
|
|
17th |
+12/+7/+2 |
+10 |
+10 |
+5 |
DR 9/magic |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
|
|
18th |
+13/+8/+3 |
+11 |
+11 |
+6 |
|
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
0 |
|
19th |
+14/+9/+4 |
+11 |
+11 |
+6 |
DR 10/magic |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
|
20th |
+15/+10/+5 |
+12 |
+12 |
+6 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
0 |
Weapon and Armor Proficiency
Vampires are proficient with all the weapons their previous classes and feats allow. Vampires are proficient with light armor, but not with shields. Vampires can use blood magic while wearing light armor with no spell failure chance. A vampire still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Blood Magic
A vampire casts arcane spells, which are drawn from the vampire spell list. His spell list is restricted to any 3 schools. A vampire casts spells spontaneously.
To know or cast a spell, the vampire must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a vampire’s spell is 10 + the spell level + the vampire’s charisma modifier.
Like other spell casters, a vampire can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high charisma score.
A vampire need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Spells Known |
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
2 |
|
|
|
|
|
|
|
|
|
2nd |
2 |
|
|
|
|
|
|
|
|
|
3rd |
3 |
|
|
|
|
|
|
|
|
|
4th |
3 |
1* |
|
|
|
|
|
|
|
|
5th |
4 |
2 |
|
|
|
|
|
|
|
|
6th |
4 |
2 |
1* |
|
|
|
|
|
|
|
7th |
5 |
3 |
2 |
|
|
|
|
|
|
|
8th |
5 |
3 |
2 |
1* |
|
|
|
|
|
|
9th |
6 |
4 |
3 |
2 |
|
|
|
|
|
|
10th |
6 |
4 |
3 |
2 |
1* |
|
|
|
|
|
11th |
6 |
5 |
4 |
3 |
2 |
|
|
|
|
|
12th |
6 |
5 |
4 |
3 |
2 |
1* |
|
|
|
|
13th |
6 |
5 |
5 |
4 |
3 |
2 |
|
|
|
|
14th |
6 |
5 |
5 |
4 |
3 |
2 |
1* |
|
|
|
15th |
6 |
5 |
5 |
5 |
4 |
3 |
2 |
|
|
|
16th |
6 |
5 |
5 |
5 |
4 |
3 |
2 |
1* |
|
|
17th |
6 |
5 |
5 |
5 |
5 |
4 |
3 |
2 |
|
|
18th |
6 |
5 |
5 |
5 |
5 |
4 |
3 |
2 |
1* |
|
19th |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
3 |
2 |
|
20th |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
3 |
2 |
1* |
*if Cha bonus allows a spell of this level.
Blood Healing (Ex)
A vampire can heal his own wounds. He can heal a number of hit points of damage equal to four times his current vampire level each day, and he can spread this healing out among several uses.
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 damage each round the bite is maintained. Due to the intense sensation the bite causes, once bitten, the target must make a successful Will save DC 10 + 1/2 Vampire level + Cha mod to attempt to break free. For each point of constitution drained this way, the vampire heals 5 hit points. Constitution damage caused this way heals at a rate of 1 point per day, or through appropriate spells such as restoration, lesser.
Damage Reduction (Su)
Vampires are supernaturally durable and can ignore some damage from normal weapons. This starts at DR 1/magic and increases by 1 every other level.
Resistances (Ex)
A vampire has resistance to cold 2 and electricity 2. This increases by 2 every 4 levels.
Turn Resistance (Ex)
A vampire has +4 turn resistance.
Undead
As an undead creature, a vampire possesses the following traits.
- No Constitution score.
- Darkvision out to 60 feet.
- Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
- Not subject to nonlethal damage, ability drain, or energy drain. Immune to fatigue and exhaustion effects.
- Negative energy (such as an inflict spell) can heal vampires. Positive energy (such as a cure spell) can harm them.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage.
- Not affected by raise dead and reincarnate spells or abilities.
- Proficient with its natural weapons (Fangs, 1d4 con damage, see class features, blood drain).
- Vampires do not age, breathe, or eat (see vampire weaknesses, blood hunger).
Vampire Weaknesses
- Full daylight causes 1d4 damage per vampire level per round.
- Blood Thirst: Vampires need to consume blood to live, if they do not drink living blood in a week, they lose the use of their blood magic and blood healing.
- For every week they go without blood, vampires lose 1 point each from Str and Dex. If at any point one of these stats falls to 0, the vampire enters Torpor, a coma-like state, until fed the blood of a living creature. Animal blood will suffice for this, though blood from intelligent creatures tastes much better.
- Piercing a vampire's heart with a wooden stake or arrow causes it to enter torpor until the object is removed. When making a critical hit on a vampire with such a weapon, and doing at least Vampire Level x 2 damage, an attacker may opt to stake the vampire.
- Vampires cast no reflection in mirrors.
- They are repelled by garlic and cannot willingly come within 5' of it.
- 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.
AishaHuman Rogue 1, Vampire 5
The information below is intended to help new players. They are the suggestions and opinions of those that have some experience. All players have the right to play their class however they see fit.
Pros and Cons of playing a vampire
Class Assets
A vampire's sheer power offers much to player characters. When you choose a vampire, you gain respectable combat power as well as abilities that allow you to serve as a scout, a thief, a lookout, a trickster, or a spy. Below are several assets you have going for you when you choose a vampire.
- Undead Traits: As an undead creature, a vampire gains a host of immunities and other special qualities.
- Blood Drain: A vampire who manages to pin a living foe with a grapple attack can bite that opponent, dealing 1d4 points of Constitution damage each round that he maintains the pin. Each time the vampire drains blood, he heals 5 hit points.
- Energy Resistance: A vampire gains cold resistance and electricity resistance that increases with their level.
Class Weaknesses
The vampire's list of powers and advantages comes at a price. Below are a few of the disadvantages you should keep in mind if you're considering a vampire character.
- Mediocre Hit Points: The vampire's lack of a Constitution score combined with d8 Hit Dice produces a fairly low hit point total. However, his blood healing ability tends to ease the impact of his mediocre hit points, as does his ability to gain hit points through his blood drain ability.
- Undead Weaknesses: Vampire characters are subject to turning, destruction, or control by clerics and other characters who can turn or rebuke undead.
- Vampire Weaknesses: A vampire has several vulnerabilities and limitations ranging from deadly to merely annoying. Sunlight and fire can destroy a vampire outright, and he cannot abide the smell of garlic. In addition, he cannot enter a home or nonpublic building without a proper invitation.
Playing a vampire
As noted earlier, the vampire prestige class works best when combined with another class. His second class will determine what his allies expect from him and what he must do to succeed overall. Still, you should keep the following tips in mind when you play a vampire character.
Plan Ahead
Issues involving daylight aren't the only matters you must handle ahead of time. You also need to talk with your comrades about how to deal with your vulnerabilities before any problems occur.
Key Allies
You're most effective in battle when you combine your unique talents with your friends' abilities. Here are a few tips on working well with your colleagues.
If you're the party's main warrior, be sure to keep a ranged weapon available so that you can keep attacking a foe that's using garlic against you. When you're in a position to make melee attacks, don't overlook your blood drain ability, it can effectively neutralize a living foe.
If you're serving as the party scout, your stealth and mobility are hard to beat. Your blood magic can prove immensely effective for quietly dealing with guards and sentries, and your blood drain attack is great for sapping a foe's vitality. Be careful to avoid entering places where the rest of your party can't follow to rescue you if you get into trouble.
If you're functioning as the party's arcane spellcaster, your damage reduction, blood healing, and other defensive abilities make you less vulnerable than most in that role. You're not invulnerable, however, so try to stay out of the foe's melee reach.
If you're the party's divine spellcaster, your ability scores and class features probably make you a potent combatant, and you can boost your power even higher with your spells. Keep in mind, however, that your allies are still counting on you for healing and defense.
Important Abilities
- Charisma: Your blood magic depends on this.
Useful Feats
Key Equipment
Your collection of gear may vary depending on what other classes you take in addition to your vampire class. The following items should prove useful in any case.
Armor
You have to enter melee combat to use your blood drain power, so armor up if you can afford to do so. Use light armor to avoid spell failure with your blood magic.
Primary Melee Weapon
Choose a weapon that deals decent damage and use it whenever you aren't trying to drain blood. If you're proficient with martial weapons, you have a wide choice. If you are limited to simple weapons, a heavy mace or morningstar is a great one-handed choice, and a spear or longspear is a good two-handed option.
Backup Melee Weapon
You should also carry a light slashing weapon, such as a dagger.
Ranged Weapon
As noted earlier, attacking from a distance is often the best way to deal with a foe that's using a weakness like garlic against you. If you have access to martial weapons, a bow or composite bow is a great choice. Choose a shortbow if you favor stealth, or a longbow if you want maximum range and damage. If you're limited to simple weapons, you can't beat a crossbow. A heavy crossbow deals more damage than a light crossbow but doesn't fire as quickly.
Miscellaneous Gear
Since you don't need to breathe, an extradimensional space such as a portable hole or bag of holding is great for hiding in. You may need a type II bag if you weigh over 250 lb. Fun Fact: If you are carried into a home without an invitation, you cannot exit the bag until it is removed from the home, or you are invited out.