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Class LevelBase Attack BonusFort SaveReflex SaveWill SaveClass FeaturesDefense BonusRep Bonus
1+2 +2+2+1Bonus Feat, Fangs+3-3
2+2+3+2+1Talent, +5 speed+3-2
3+3+3+2+1B. Feat, Talent (G)+4-2
4+3+3+3+1Talent+4-2
5+4+3+3+2B. Feat, Talent (G)+5-2
6+4+4+3+2Talent+6-1
7+5+5+4+2B. Feat, Talent (G)+70
8+5+6+4+2Talent+8+2
9+6+6+4+2B. Feat, Talent (G)+8+4
10+7+6+4+2Talent, Talent (G)+9+10


Talents

Beginning Talent(s):  Fangs 

Talent Tree: Blood

Fangs:  User may bare their fangs to gain a +2 to intimidate checks.  This ability does not work against other vampire or werewolves.

Bite:  When in successful grapple, player may choose to bite an opponent for 1d6 + BAB + Str Mod.  damage / round.  Instead of adding another attack to bite, you roll an extra die of damage for every additional attack you would normally gain.  Pre-req: Fangs.

Drain:  Player must decide whether or not they are going to use drain before they attempt to bite.  When a bite is successful and the player has chosen to use drain, they roll 1D6.  They gain Hit Points equal to their roll.  If the number of Hit Points rolled / drained is more than the damage that was initially inflicted during the bite attack, then the Hit Points gained are equal to the damage inflicted.  For every round that an enemy is held in a drain, they lose 2D6 Constitution score damage.  If a critical hit is rolled on a bite, the enemy makes a Fortitude Save vs. a DC of 10 + player's vampiric hero level - the enemy's level.  If the Fortitude save fails, the enemy is rendered unconscious.  An enemy rendered unconscious in this way regains consciousness in 1D4 rounds + one half the vampire's total level rounded down.  When the enemy regains consciousness, he has Hit Points equal to when he was rendered unconscious (does not "bleed out").  A player may only use the Drain ability for 1 round per enemy to gain Hit Points.  A player may continue to us drain after the first round  in which it is used to continue draining the enemy's Constitution, but no further Hit Points can be gained.  Pre-req:  Fangs, bite.  

Domination:  When a drain is successful at least once, and the afflicted creature dies, it rolls a Fortitude save against a DC of 15 plus the player's vampire level minus the enemy's level, to see if it's been dominated by the vampire.  Dominated creatures remain dominated for 1D6 rounds, after which point they make a new Fortitude save vs. a DC plus player's vampire level minus enemy's level.  If they fail this check, the creature remains dominated until the next sunrise or until reduced to -10 Hit Points, at which point it dies permanently.  A vampire may dominate a number of creatures equal to half his total level.  Dominated creatures retain some of their original abilities, but operate under standard undead rules.  Pre-reqs:  Fangs, Bite, Drain, Species- vampire

Talent Tree:  Transfiguration

Shapeshift:  Player may choose to roll a D20 + half their vampiric level.  Player then shapeshifts into one of the following forms, rounding down to the nearest creature.  Player must change and remain changed for at least 2D10 minutes.  After this time, player makes a Will save + their Concentration bonus to attempt to shift back into vampire form.  This save can only be made once.  If failed, the player remains in animal form for one hour.  Players gain full hit points of the animal regardless of their current hit points, but revert back to their hit points at transformation when they shift back, regardless of damage taken while in animal form.  Player cannot use any previous abilities or equipment in animal form, though their equipment shifts with them.

5Fly
10Rat
15Bat
20Wolf
25Bear

Gaseous Form:  Player may choose to roll a D20 + their vampiric level.  If player rolls a DC of 15 or higher, they may change into a gaseous form instantly, with all of their equipment.  If player rolls between 10 and 14, they may still change, but it requires 1D4 rounds, in which they may take no other actions.  Players may take ten on this when not under duress.  Player may remain gaseous as long as they wish, and flies at a base speed of 20 ft.  Players in this form have Damage Reduction of 20.  They may not attack or use other abilites, and may change back at will (one standard action).  Pre-req:  Shape shift.

Talent Tree: Health

Heal:  Player may heal themselves by 1D8 Hit Points by consuming a vial of blood.  It requires one move action to consume the blood, and another full round for it to take effect.  

Fast Heal:  Player heals 2 damage per round.  During battle, this cannot last more than 5 minutes (50 rounds).  Outside of battle, they cannot heal more than 50 damage (which takes one hour to complete).  Player may act normally when using Fast Heal outside of battle, but may only initiate Fast Heal once per day.  When Fast Heal is initiated inside battle, it stops as soon as the battle is complete.  Fast Heal does not work when Hit Points are reduced to zero.  Pre-req:  Heal

Fast Heal II:  Player heals 5 damage per round.  Now can last for 20 Hit Points after battle, which takes 20 minutes, and heal a total of 75 damage in one hour when not in combat.  Same rules apply as Fast Heal.  Pre-reqs:  Heal, Fast Heal

Talent Tree: General


Spider Climb:  Player may add +10 to a climb check once per day and only on a climb that lasts less than one minute
Darkvision:  Player has darkvision within a range of 60 ft.
Cold Resistance:  Player ignores the first 10 cold damage
Electricity Resistance:  Player ignores the first 10 electricity damage
Vampiric speed:  Player may gain +5 speed
Improved Vampiric speed:  Player gains another +5 speed,  pre-req:  Vampiric speed
Vampiric Agility:  Player gains +2 on jump, tumble, and balance checks
Vampiric Senses:  Player gains a +2 on listen and spot checks
Vampiric Influence:  Player gains a +1 intimidation and +2 disguise checks
Vampiric Heritage:  Player gains +4 on arcane knowledge checks or knowledge: history checks
Vampiric Intuition:  Player gains a +5 on sense motive checks
Vampiric Strength:  Player gains a +4 to grapple checks
Vampiric Wiles:  Player gains +2 on all charisma based skill checks against human members of the opposite sex.  (may be taken twice, once for each sex).  Success or failure is GM's call. 
Vampiric Toughness:  Player gains +2 to defense

Automatic Damage Reduction for Vampires


LevelDamage ReductionDamage from wood, silver, holy, lightPenalties
12+22D6 damage every half hour of sunlight exposure, Fort DC 10 negates
23 +3 DC11;  Can't be seen in mirrors or pictures
34+4DC12
45+52D6 damage every 15 mins. of sunlight exposure; Fort DC13 negates; Can't pass within 5 feet of Garlic or Holy Object without same effects as sunlight; Must make a Will save+conc. bonus to hide fangs after baring them (DC 15)
56+8DC 14; Can't enter residence unless invited
67+82D6 damage ever 5 mins. of sunlight exposure; Fort DC 15 negates
78+9DC 17; Running water deals 1/3 of vampire's total hit points dmg. / round
89+112D6 damage ever minute of sunlight exposure; Fort DC 20 negates
910+12DC 22
1011+13DC 25


Bonus Feats

Acrobatic, Archaic Weapons Prof., Exotic Melee Weapons Prof (any one type of sword), Focused, Frightful Presence, Iron Will, Low Profile, Advanced Firearms Prof., Great Cleave, Sunder, Stealthy, Toughness, Improved Two-Weapon Fighting, Weapon Focus (Bite), Windfall

Hit Die:  1D10

Action Points:  5 + Level

Class Skills:  Balance, Bluff, Climb, Concentration, Disguise, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival, Tumble
5 + Int mod. / Level

Assorted

A vampire dealt a critical hit with a wooden piercing weapon is immediately incapacitated, and dies within an hour unless properly treated with fresh blood.

A vampire bit by a werewolf is not afflicted with lycanthrophy.

Vampires cannot heal, shapeshift, climb, see in the dark, use any elemental resistance skills, or dominate within 15 feet of a holy object / location.  Vampire's speed is reduced to 10, drain does not grant them hit points.  Same restrictions apply within 10 feet of garlic.

True vampire's secondary class(es) may not exceed their vampiric level.

For vampires, any combination of: wooden, silver, holy, or light damage from a single source (such as a blessed stake), deals double damage, and any combination of three deals two and a half times damage, rounded down.

Critical hits to vampires bypass damage reduction and deal normal, not critical damage.

Werewolves are immune to domination and the critical hit effects of drain.  

A melee touch attack must be made before grapple check to see if a vampire can grab opponent to drain them.  This is:  BAB + Str Mod + D20 vs. their Defense.   The actual Grapple check =  BAB + Str Mod vs. Their BAB + Str Mod.  s long as you succeed against the opponent's grapple check, you may continue to bite that round.

If you are grappling, you lose your dexterity modifier against anyone who you are not grappling.  If you succeed in grappling someone, they get a -4 Defense to anyone who is not you.
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