Vampire

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.
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