| Post/Author/DateTime | Post |
|---|---|
| KragzogtheMinor03-03-08, 12:24 AM | VAMPIRE http://i266.photobucket.com/albums/ii275/KragzogtheMinor/Vampire/Vampire.jpg I am a Death Dealer, sworn to destroy those known as the Lycans. Our war has waged for centuries, unseen by human eyes. But all that is about to change. Selene, Vampire (Ancient) The vampire class isn’t just being a vampire, this is for those who have just recently become part of the living undead. Those who are still learning to be a vampire and utilize their skills. MAKING A VAMPIRE Abilities: Charisma is first for their charm and seduction plus their spell levels., Strength is second because vampires need to be able to BAMF someone when the time comes, Dexterity is third for they are nimble and graceful. Races: Vampires are common among all the races. When a vampire needs to feed they aren’t that picky. So those few who survived an attack or being bit become vampires. Alignment: Anything but lawful good. Starting Gold: Same as Sorcerer. Starting Age: Any and all ages…I mean you live forever. Class Skills The vampire’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Profession (Wis), Sleight of Hand (Dex), Spell craft (Int), Tumble (Dex), Use Magic Device (Cha). Skills Per Day at 1st Level : (4 + int)x4 Skills Per Day at Each Additional Level : 4 + int Hit Dice: d6 BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 Summon Familiar, Armored Mage (light), Solar Weakness -2 2. +1 +0 +0 +3 Sharp Nails 3. +2 +1 +1 +3 Bloodthirst 4. +3 +1 +1 +4 Uncanny Dodge 5. +3 +1 +1 +4 Seduce 6. +4 +2 +2 +5 7. +5 +2 +2 +5 Bat Swarm 8. +6/+1 +2 +2 +6 Improved Uncanny Dodge 9. +6/+1 +3 +3 +6 10.+7/+2 +3 +3 +7 Seduce (Mass), Solar Weakness -1 11.+8/+3 +3 +3 +7 12.+9/+4 +4 +4 +8 Overflow 13.+9/+4 +4 +4 +8 14.+10/+5 +4 +4 +9 15.+11/+6/+1 +5 +5 +9 Blood Lance 1 16.+12/+7/+2 +5 +5 +10 17.+12/+7/+2 +5 +5 +10 Blood Lance 2 18.+13/+8/+3 +6 +6 +11 Crimson Surge 19.+14/+9/+4 +6 +6 +11 Blood Lance 3 20.+15/+10/+5 +6 +6 +12 Blood Spawn Claw Damage 1st ---- 2nd 1d4 3rd 1d4 4th 1d4 5th 1d4 6th 1d6 7th 1d6 8th 1d8 9th 1d8 10th 1d8 11th 1d8 12th 1d10 13th 1d10 14th 1d10 15th 2d6 16th 2d6 17th 2d6 18th 2d8 19th 2d8 20th 2d8 Class Features Weapon Proficiencies: Vampires are proficient with all simple weapons, plus the hand crossbow, short sword, rapier, short bow, long sword, scimitar, and kukri. Vampires are proficient with light armor, but not with shields. Spells: A vampire casts arcane spells (The same type of spells available to sorcerers and wizards), which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, the vampire must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The DC for a saving throw against a vampire's spell is 10 + the spell level + the vampires Charisma modifier. A vampires spells per day and spells known are the same as a sorcerers, but they can only learn up to 5th level spells. Familiar: A vampire can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The vampire chooses the kind of familiar she gets. As the vampire advances in level, her familiar also increases in power. If the familiar dies or is dismissed by the vampire, the vampire must make a DC 15 Fort save. Failure means she loses 200 XP per vampire level; success reduces the loss to half that amount. However a vampire's XP total can never be below 0 as a result. The familiars a vampire can choose are same as the familiar list, but add wolf (pup) +2 hide and move silently checks and only keep bat, cat, raven, snake, and weasel. Armored Mage (Light): Normally, armor of any type interferes with an arcane spellcasters gestures, which can cause her spells to fail (if those spells have somatic components). A vampires limited focus and specialized training, however, allows her to avoid arcane spell failure as long as she sticks to light armor and light shields. this training does not extend to medium or heavier armors, nor to heavy shields. Nor dose this ability apply to spells gained from a different spellcasting class. Solar Weakness: All vampires are weak against sunlight, common knowledge, but these vampires are stronger and have gained the ability to at least be out and about during the day and at 1st level vampires can go out into daylight, but suffers a -2 penalty to attack rolls and saving throws during the day. This penalty drops to -1 at 10th level. Sharp Nails: At 2nd level a vampires nails grow in length becoming long and sharp allowing the vampire a natural claw weapon that deals 1d4 damage. This damage progresses in levels as seen on the chart above. Bloodthirst: At 3rd level a vampire can use her new vampire fangs to make a bite attack that deals 1d6 damage and heals the vampire for half the damage dealt. If the damage is one the vampire gets 1. If a vampire feeds on a dead subject they must make a fortitude save, DC 15, or suffer 1d3 poisoning for 1d6 rounds from drinking old, stale blood. Feeding on a dead subject does not restore health. At 9th level the vampire heals herself for full damage dealt. This damage increases by 1d6 at 4th level and every 2 levels thereafter (6th 3d6, 8th 4d6, 10th, 5d6, etc.). Uncanny Dodge Starting at 4th level, a vampire can react to danger before her senses would normally allow her to do so. She retains her Dex bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However she still loses her Dex bonus to AC if immobilized. If a vampire already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Seduce: At 5th level a vampire can use her good looks and charm to seduce an NPC or monster of the opposite gender (or however the character swings *wink**wink*) The target is charmed as if under the affect of a charm person/animal/monster spell of a caster the same level of the vampire. At 10th level a vampire can use seduce on multiple people as a mass charm spell. This affect lasts a number of rounds equal to 1d4 rounds + Cha mod and at 10th level 2d4 rounds +cha mod. This ability can only be used 3/per day plus Cha mod and increases to 4/per day + Cha mod at 10th level. Bat Swarm: At 7th level a vampire can summon a swarm of bats that attacks a target for 2d8 damage and an additional 1d8 damage for 1d4 additional rounds. This is considered a ranged attack for terms of hit or miss. At 10th level the damage increases by 1d8 and the rounds increase by 1 (I.E. 1d4+1 rounds.) and increases again every 4 levels. (14th 4d8/3d8/1d4+2, 18th 5d8/4d8/1d4+3). Bat Swarm can only be used 3/per day, but increases to 4/per day at 14th and 5 at 18th level. Improved Uncanny Dodge A vampire of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to sneak attack the character by flanking her, unless the attacker has at least four more rouge levels than the target does. Overflow At 12th level the vampire can use her Bloodthirst ability to heal her allies. When a vampire uses Bloodthirst she may take have of the damage dealt and heal her allies. The damage dealt acts as a healing pool for distributing healing. Everyone is not healed for said amount. A vampire can overflow 4/per day At 18th level a vampire gains Crimson Surge, the vampire can double all affects of overflow, but is stunned for 1d4+1 rounds and cannot bloodthirst or overflow for the remainder of the battle. EX. A 12th level vampire uses bloodthirst and heals 36 damage, she may then divide up 18 points amongst her allies for healing. Blood Lance At 15th level the vampire can use her bloodthirst ability to instead retain the blood and form it into a solid substance in the shape of a spike which deals 4d6+Int mod damage to a single target. A vampire cannot bite, bloodthirst, and blood lance in the same round., a vampire must first choose if they want to form a blood lance after a bloodthirst, then on the next round they may use blood lance. At 17th level the vampire may form a second blood lance and at 19th level a third blood lance. A vampire cannot overflow and blood lance, it’s one or the other. Blood lance can only be used 1/per day and 2/per day at 19th level. Blood Spawn At 20th level the vampire can summon up to 6 vampire spawn (see MM) under her control for a number of rounds equal to half her level. The minions can only be summoned after a bloodthirst. This ability can only be used 1/week. PLAYING A VAMPIRE Religion: Vampires worship dark gods, gods of night, or whatever god they normally worshiped before becoming a vampire....except Palor. For one it's a Deity of the sun and two for some odd reason when a vampire bites them a burst of light comes out. Other Classes: Vampires get along well with classes that are fanciful and stealthy like rogues, bards, and sorcerers. Vampires despise Good clerics and Paladins, to close to the light if you ask me. Combat: A vampire will start combat off with a few spells followed by running in to attack or slicing with their claws. When weakened they will bite their opponents to replenish health. Advancement: The vampire could be a hardier tank type if you get him some more armor proficiencies and toughness...I mean think about, a tank that can heal itself. They can also be more magic orientated with some metamagic feats (don't take quicken spell at 2nd level, HAHA). You could also multi-class as a rogue for sneak attacks and evasion. VAMPIRES IN THE WORLD Never before had I seen a more gruesome, repulsive, and unholy sight than when I had the unfortunate circumstance to disturb the vampire feeding. Unlike the poor soul in the hands of the monster...I escaped with my life! The local Gravedigger. Daily Life: A vampire spends most its day trying to block the sun with things like cloaks, coverings, and buildings, besides that they tend to stay anti-social or seducing their next victim for feeding time. Notables: Viktor and Marcus were some of the first vampires around and are most notable by many vampires. Selene on the other hand is a legend, the first none ancient vampire to become an ancient and take down both Viktor and Marcus. Most vampires praise her and idolize her for the things she did, but many and I mean the majority despise her and want her dead for her misdeeds, barbarism, and treachery against her own kind. Organizations: Death dealers I guess would be the main organization of the class, but not really to become one, just a place for the vampire to stay after becoming a vampire. NPC Reaction NPCs can never really tell at first glance, to them you're a man and/or woman with beauty compared to no one, but clerics and paladins can sense you off the bat. Civilians and the such great you as normal, unless they come upon you feeding or are being fed on. Good Clerics and Paladins that spot vampires attack them without hesitation to cleanse their taint from the purity of their land. Evil Clerics on the other hand worship them or if it's a weak vampire, help them grow in power for their own diabolical use. VAMPIRES IN THE GAME Adaptation: I swear, if you're in a fantasy game world and you don't have any vampires of the sort...you really need to check on your world, because it isn’t fantasy enough. Encounters: Those few that are trying to get away from it all, would help out a group of good and/or neutral adventurers and ask them to help find a cure. The rest would except their fate and join a band of evil adventurers to decimate and destroy all that is living. Basically it's two different extremes for the encounter...no in-between |
| KragzogtheMinor03-20-08, 08:49 PM | If you are reading this and there is no 20th level ability then I'm still working on it, if it does have a 20th level ability then I'm finished an you can ignore this message. |
| angelofsorrow6603-22-08, 09:07 PM | a spells per day table would be nice also are you working on a lycan base class? |
| ciaran03-22-08, 10:28 PM | I'm thinking availability to all knowledges would be good. I also love the viusal of vampires spider climbing the wall and then performing a supernatural leap to safety! Vampires are, in popular fiction, associated with a number of animals: bats, and wolves in particular, but I think maybe spiders a bit too. Come on, drinking blood? We've all seen Bram Stoker's Dracula. Maybe choosing a totem animal to determine some spell like abilities would be fun. |
| Cyrocloud03-22-08, 11:21 PM | blood lance seems like a useless ability. It's alot weaker than most spells they can throw out. it seems like a realy weak class, at least two stick out to level five, and even then a monk/swashbuckler acomplishes the same task. |