Advanced Vampires

Vampires get the following abilities at these Character Levels:

2nd:
Blood drain (moderate): When the vampire reaches 2nd level, his fangs are fully developed, though he has not yet perfected his technique for drawing blood. At this point, his blood drain attack deals 1 point of Constitution drain or damage, and he gains 1 vitae for each point of drain dealt, instead of 1 vitae for every 2 points of constitution damage. A Vampire should be careful when dealing Constitution Drain; unlike constitution damage, constitution drain does not heal naturally.

Resistances: At 2nd level, the vampire gains cold resistance 5 and electricity resistance 5.

3rd:
Blood drain (greater): At 3rd level, the vampire has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Constitution drain or damage.

Spider climb: Beginning at 3rd level, the vampire can climb sheer surfaces as though with a spider climb spell.

Vampire bonus feats: At 3rd level the vampire gains the Alertness and Dodge feats, assuming that he doesn’t already have them. If the vampire doesn’t meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.

4th:
Blood drain (The Kiss): At 4th level, the vampire has mastered the ability to make his vampiric bite enticing. This is called the Kiss, and it is an ecstatic experience for both vampire and victim. Once the Kiss begins, a non-vampire target must make a Will save (DC 10 + the vampire’s Hit Dice + the vampire’s Charisma modifier) or succumb to the ecstasy and stop resisting. If the vampire is in combat and feeds on his opponent, the victim never needs to make this Will save and can resist the vampire’s attack every round — no matter how good the Kiss feels, your mortal enemy won’t sit back and let you do it.

Ability Score Boost: Strength increases by +2. Ability score increases are unnamed bonuses that stack with all other bonuses.

Vampire bonus feats: At 4th level the vampire gains the Improved Initiative and Lightning Reflexes feats, assuming that he doesn’t already have them. If the vampire doesn’t meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.

Vampire Skills: At 4th level, a vampire gains a +2 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

5th:
Ability Score Boost: Dexterity increases by +2. Ability score increases are unnamed bonuses that stack with all other bonuses.

Improved Resistances: When he reaches 5th level, a vampire’s cold and electricity resistances increases to 10.

Coffin Sanctuary (Ex): Upon reaching 5th level, a vampire chooses a coffin or similar small enclosed space as his primary resting place. Thereafter, if he is brought to 0 or fewer hit points while outside the coffin, he is forced to assume gaseous form (see below) immediately and flee for his coffin so that he may heal. If the vampire cannot use his vampiric ability to assume gaseous form (for example, if he has expended all his daily uses of that ability), he cannot enter gaseous form under these circumstances and dies immediately.

Any damage dealt to the vampire after he is forced into gaseous form has no effect. If the duration of his gaseous form ability expires before he reaches his coffin, or more than 2 hours pass after he is forced into gaseous form in this way, the vampire must assume his normal form at his current location. In that case, he is destroyed. If he succeeds in reaching his coffin, he is helpless for 1 hour, after which he heals 1 hit point and the helplessness ends. A nonhelpless vampire resting in his coffin has fast healing 1.

Lesser Dominate (Su): At 5th level, a vampire gains the ability to crush another creature’s will just by looking into its eyes. This ability is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at him are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 5 feet and is usable once per day.

Lesser Gaseous Form (Su): Starting at 5th level, a vampire can assume gaseous form as the spell (caster level 5th) once per day as a standard action. He can remain in gaseous form for up to 10 minutes. A gaseous vampire’s fly speed is 20 feet.

6th:
Moderate Dominate (Su): 6th level, the vampire can use this ability three times per day at a range of 10 feet.

Vampire skills: These bonuses increase to +4 at 6th level

Alternate Form (Su): At 6th level, a vampire can assume the shape of a bat or wolf as a standard action. This ability is similar to a beast shape II spell (caster level 12th). He can remain in his alternate form until he assumes another form or until the next sunrise, whichever comes first.

Natural Armor Improvement: At 6th level, the vampire’s natural armor bonus increases by +2.

7th:
Ability Score Boost: Wisdom increases by +2. Ability score increases are unnamed bonuses that stack with all other bonuses.

Greater Dominate (Su): At 7th level, his range increases to 30 feet.

Improved Coffin Sanctuary (Ex): A 7th-level or higher nonhelpless vampire resting in his coffin has fast healing 5.

Moderate gaseous form: At 5th level, a vampire can assume gaseous form three times per day.

Lesser Children of the Night (Su): Vampires command the lesser creatures of the world. Starting at 7th level, a vampire can call forth a rat swarm, a bat swarm, or 1d3 wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Damage Reduction (Su): At 7th level, a vampire gains damage reduction 5/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

8th:
Ability Score Boost: Intelligence and Strength increases by +2. Ability score increases are unnamed bonuses that stack with all other bonuses.

Vampire skills: These bonuses increase to +6 at 8th level

Natural Armor Improvement: At 8th level, the vampire’s natural armor bonus increases by +2.

Fast Healing (Ex): Beginning at 8th level, a vampire heals 1 point of damage each round so long as he has at least 1 hit point, whether or not he is resting in his coffin.

9th:
Ability Score Boost: Dexterity increases by +2. Ability score increases are unnamed bonuses that stack with all other bonuses.

Vampire bonus feats: At 9th level the vampire gains the Combat Reflexes feats, assuming that he doesn’t already have them. If the vampire doesn’t meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.

Superior Dominate (Su):At 7th level, the vampire may use his dominate ability at will.

Greater Gaseous Form (Su): At 7th level, the Vampire may become gaseous 5 times a day and remain in gaseous form for 1 hour.

Greater Children of the Night (Su): At 7th level, the vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves. The creatures arrive and serve as above.

Lesser Energy Drain (Su): When the vampire reaches 9th level, any living creature hit by his natural attacks gains one negative level. For each negative level so bestowed, the vampire heals 5 hit points. He can use his energy drain ability once per round. The vampire can suppress this ability at anytime.

Lesser Create Spawn (Su): If a vampire uses it’s Blood Drain attack on someone, and they die before they have a chance to heal the constitution damage dealt by Blood Drain, it rises 1d4 days later as an Apocalypse Zombie reduces a humanoid or monstrous humanoid to 0 constitution with its blood drain attack, the victim arises 1d4 days later as a ghoul. If that Vampire instead gives a Vitae to that person, it rises 1d4+1 days later as a vampire spawn. If the Vampire also spends an Action Point when giving the vitae, the person returns as a full Vampire. In either case, the draining vampire has no special control over the vampire it creates. In either case, the new apocalypse zombie, ghoul, or vampire spawn is under the command of the vampire that created it and remains so enslaved until its master’s destruction.

Any spawn of the vampire (except for full vampires) are now under influence of the master vampire’s mental control through a telepathic link that they establish within the spawn’s mind, even if it is normally immune to mental control or mind-affecting effects. This control lasts until the master is destroyed. The vampire can generally force the subject to perform as they desire, within the limits of the spawn’s abilities. If no common language exists, they can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” They know what the subject is experiencing, but do not receive direct sensory input from it, nor can the spawn communicate with them telepathically. Once given a spawned create a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth, if it needs to do such things).

Changing the orders or giving a spawned creature a new command is a move action.

By concentrating fully on the spawn (a standard action), a vampire can receive full sensory input as interpreted by the mind of the subject, though the spawn still can’t communicate with the vampire. The vampire can’t actually see through the subject’s eyes, so it’s not as good as being there themselves, but they still get a good idea of what’s going on.

Obviously self-destructive orders are not carried out by ghouls and vampire spawn. Once control is established, the range at which it can be exercised is unlimited, as long as the vampire and it’s subject are on the same plane. They need not see the subject to control it.

At any given time, a vampire may have enslaved spawn whose Hit Dice total no more than his own. Any spawn he creates that would exceed this limit can be created either as free-willed or as spawn, at the creator’s option. If he chooses the latter option, he must immediately free one or more spawn of his choice until the total Hit Dice of his existing enslaved spawn would allow the addition of the desired new one. Once freed, spawn cannot be enslaved again, except through magic such as control undead.

10th:
Ability Score Boost: Charisma increases by +2. Ability score increases are unnamed bonuses that stack with all other bonuses.

Improved Damage Reduction: At 10th level, this protection increases to damage reduction 10/silver and magic.

Vampire skills: These bonuses increase to +8 at 10th level.

Greater Alternate Form (Su): At 10th level, the vampire can also take the form of a dire bat or dire wolf.

Natural Armor Improvement: At 10th level, the vampire’s natural armor bonus increases by +2.

Fast Healing (Ex): At 10th level, a vampire’s fast healing increases to 5.

Greater Energy Drain (Su): At 10th level, the vampire’s natural attacks (or other natural attack) bestows 2 negative levels.

Greater Create Spawn (Su): At 10th level, the vampire may have enslaved spawn whose Hit Dice total no more than twice his own Hit Dice.

Channel Resistance (Ex): At 10th level, a vampire gains channel resistance. He is treated as an undead 4 Hit Dice higher than his normal total for the purpose of what spells and effects would affect him, and gains a +4 bonus on Will saves made against channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.

Advanced Vampires

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