Difference between revisions of "User:FiddleSticks96/Libris Vampiricus (3.5e Sourcebook)/Chapter 3"
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+ | The Bloodlines section of this chapter is currently undergoing major revision. It is poorly presented as it is and needs to be changed to follow the Power Progression that has recently been implemented. I have left this section up so that it can still be used. Most of the bloodline abilities will be left as they are, but there are various abilities that WILL be adjusted, moved, added, or outright removed. You have been warned. | ||
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In order to prevent party breaking scenarios of one PC suddenly gaining lots of power all at once, I have divided the base powers of vampirism into 8 levels. This is NOT a monstrous class in which a creature takes levels in order to gain more power. Instead, a vampire gains its base powers based on its character level. So a 5th level Fighter that became a vampire would gain all the benefits of the 5th Character Level listed under its appropriate power progression table. When a vampire gains a new level, its vampiric power increases by a proportionate amount. This power progression replaces Level Adjustment (because we all know how annoying LA is). | In order to prevent party breaking scenarios of one PC suddenly gaining lots of power all at once, I have divided the base powers of vampirism into 8 levels. This is NOT a monstrous class in which a creature takes levels in order to gain more power. Instead, a vampire gains its base powers based on its character level. So a 5th level Fighter that became a vampire would gain all the benefits of the 5th Character Level listed under its appropriate power progression table. When a vampire gains a new level, its vampiric power increases by a proportionate amount. This power progression replaces Level Adjustment (because we all know how annoying LA is). | ||
Revision as of 01:10, 20 March 2012
Contents
- 1 Notice
- 2 Basic Changes
- 3 Bloodlines
- 3.1 Pureblood Special Traits
- 3.2 Anthotis
- 3.3 Aundae
- 3.4 Berne
- 3.5 Bonsamu
- 3.6 Egnana
- 3.7 Fekkir
- 3.8 Garlythi
- 3.9 Gelgoran
- 3.10 Haarvenu
- 3.11 Invernus
- 3.12 Keerilth
- 3.13 Khulari
- 3.14 Lyrezi
- 3.15 Montalion
- 3.16 Quarra
- 3.17 Raelu
- 3.18 Selenu
- 3.19 Telboth
- 3.20 Thrafey
- 3.21 Varseth (Needs Revision and Completion)
- 3.22 Volkihar
- 3.23 Whet-Fang
- 3.24 Yekef
- 4 Dhampirs
Notice
The Bloodlines section of this chapter is currently undergoing major revision. It is poorly presented as it is and needs to be changed to follow the Power Progression that has recently been implemented. I have left this section up so that it can still be used. Most of the bloodline abilities will be left as they are, but there are various abilities that WILL be adjusted, moved, added, or outright removed. You have been warned.
In order to prevent party breaking scenarios of one PC suddenly gaining lots of power all at once, I have divided the base powers of vampirism into 8 levels. This is NOT a monstrous class in which a creature takes levels in order to gain more power. Instead, a vampire gains its base powers based on its character level. So a 5th level Fighter that became a vampire would gain all the benefits of the 5th Character Level listed under its appropriate power progression table. When a vampire gains a new level, its vampiric power increases by a proportionate amount. This power progression replaces Level Adjustment (because we all know how annoying LA is).
Category A Vampires do not have a Power Progression table. They start at an epic level, so such a table would be pointless; furthermore, if one of your PCs is a Pureblood, you as the DM should retire that character immediately.
Basic Changes
The changes listed below are applied to all vampires regardless of Age, Generation, Category, Bloodline, or Character Level.
Size and Type: The base creature’s type changes to Undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
HD: All current and future Hit Dice become d12s.
Attack: A vampire retains all the attacks of the base creature and also grows ivory like claws and extremely sharp teeth that it can use as natural weapons. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its claw attack, bite attack, or its primary natural weapon (if it has one); if it did not already have a primary natural weapon, its claw attack becomes its primary natural weapon. A vampire armed with a weapon uses its claw or weapon, as it desires
Full Attack: A vampire fighting without weapons can make two claw attacks and one bite attack as a Full Round action or it can use its other natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack, along with a claw or other natural weapon as a natural secondary attack.
Damage: Vampires have claw attacks and a bite attack. If the base creature does not have these attack forms, use the appropriate damage value from the table below according to the vampire's size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is higher.
Size | Damage |
---|---|
Fine | 1 |
Diminutive | 1d2 |
Tiny | 1d3 |
Small | 1d4 |
Medium | 1d6 |
Large | 1d8 |
Huge | 2d6 |
Gargantuan | 2d8 |
Colossal | 4d6 |
Size | Damage |
---|---|
Fine | 1 |
Diminutive | 1 |
Tiny | 1d2 |
Small | 1d3 |
Medium | 1d4 |
Large | 1d6 |
Huge | 1d8 |
Gargantuan | 2d6 |
Colossal | 2d8 |
How a vampire’s natural weapons are treated for the purpose of overcoming Damage Reduction varies, depending on the vampire’s Age and Category. Details are listed under the Damage Reduction ability for each Category. Further Details on Damage Reduction are listed under the Vampire Age Master Charts section (these charts can be found in Chapter 2 – Vampire Rules).
Special Attacks:
Charm Gaze (Su): A vampire may invoke a powerful charm on living creatures that make eye contact with them. This is similar to a Gaze Attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets with this ability must succeed a Will save or instantly fall under the vampire's influence as though by a Charm Person spell. This ability has a range of 30ft. When a Pureblood uses this ability, it produces the effects of a Charm Monster spell instead.
Vampiric Touch (Su): As a standard action, a vampire may make a melee touch attack that produces the effects of a Vampiric Touch spell.
Special Qualities:
Grave Dependency (Ex): Any vampire that does not have the Unbound Vitae Feat has Grave Dependency. A vampire with this ability must return to its grave by sunrise, and must remain at rest in its grave until sunset. If the vampire fails to do so, at sunset it suffers its HD in lethal damage and immediately loses 1d4+1 Vitae points; although it only loses 1d3 Vitae points for each consecutive failure beyond the first. The lethal damage cannot be healed by any means except by way of a Blood Drain attack on a living creature. Whenever the vampire sleeps outside of its grave, it is plagued by terrible nightmares, leaving it Fatigued and unable to regain lost spell slots.
- Grave Deprivation (Ex): A vampire with Grave Dependency begins to suffer more severe effects after it has failed to rest in its grave for at least a week. Such a vampire is Sickened and must pay double the normal Vitae cost to use any of its abilities that cost Vitae. These penalties remain until it rests a full 12hrs in its grave.
Phasic Grave (Ex): As part of a normal move action, double move action, or Full-Round move action, a vampire may pass through any of its graves and up to 6ft +1ft x its Age of soil as if it were a wall upon which the vampire had cast a permanent Phase Door spell. If a barrier is too thick for the vampire to pass through with one use of this ability, it cannot pass through that barrier at all (not even part of the way); neither can the vampire pass through materials other than soil unless those materials are part of its own grave. When a vampire becomes an Aged vampire, it gains the ability to pass through wood, and when it becomes an Elder vampire, it gains the ability to pass through stone and minerals (but not metals, unless said metal is part of the grave) as well. Such vampires have been known to encase their graves in solid stone, making it harder to find and break into. The Phase Door effect only works for the vampire that the grave belongs to, no other creature or amount of magick can bypass this; although determined vampire hunters can simply break into a grave to get to a resting vampire.
Scent (Ex): A vampire has the Scent extraordinary ability.
A vampire who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it.
Immune to Mind-Affecting Effects (charms, compulsions, phantasms, patterns, and morale effects) that are not harmless.
Low-Light Vision
Advancement: By character class.
Category C Vampires
Category C Vampires gain the following changes regardless of Age, Generation, Bloodline, or Character Level. Although technically all changes that a vampire of Character Level 1 has should be listed here, some of them are not for organization’s sake.
Special Qualities:
Damage Reduction (Ex): The vampire starts with Damage Reduction 5/(+1, holy, or anti-vampire). As the vampire gains Age Category, its Damage Reduction increases. The vampire gains its Generation Value as a bonus to its Damage Reduction (or 5 + GV for its initial DR). The vampire’s natural weapons are initially treated as magic weapons for the purpose of overcoming damage reduction.
Light Sensitivity (Ex): The vampire is Dazzled in areas of light as bright as sunlight (such as when exposed to natural sunlight or when within the radius of a Daylight spell).
Darkvision: The vampire has Darkvision out to 60ft.
Resistance: Unless otherwise stated, the vampire has Electricity and Cold Resistance 10.
Vulnerability: Unless otherwise stated, the vampire has Vulnerability to Fire.
Challenge Rating: +2
Category C Vampire Power Progression
Character Level: This column lists the number of character levels the vampire must gain before it gains the appropriate abilities. Only character levels gained AFTER the base creature become a vampire contribute to the Category C Power Progression table.
- Example: If Mc J, a 6th level Fighter, became a vampire, he would only gain the benefits listed for Character Level 0 vampires. These benefits apply automatically to newborn vampires. Once Mc J is a 7th level Fighter, he gains the benefits listed for Character Level 1 vampires.
Ability Score Adjustments: This column lists the adjustments to the vampire’s ability scores as it gains levels. The bonuses under this column stack.
Skill Bonus: This column lists the racial bonus that the vampire gets for Bluff, Hide, Listen, Jump, Move Silently, Search, Sense Motive, and Spot checks. The bonuses listed under the Skill Bonus column do not stack. The vampire’s racial bonus increases by 1 for each Character Level, until it maximizes at +8 at Character Level 8.
Special: This column lists any other changes not handled by the other columns. Things such as Feats and Special Qualities are listed under this column.
Character Level | Ability Score Adjustments | Skill Bonus | Special |
---|---|---|---|
0 | +2 Str, +2 Dex | +1 | Alertness, Run, Regenerative Ability, Undead Traits |
1 | +1 Int, +1 Wis, +2 Cha | +2 | Blood Scent, Dodge, NAC +1, Turn Resistance +1 |
2 | +1 Str, +1 Dex | +3 | Spider Climb, Lightning Reflexes |
3 | +2 Cha | +4 | Speed Boost, Energy Drain, Improved Initiative, NAC +2, Turn Resistance +2 |
4 | +1 Str, +1 Dex | +5 | Combat Reflexes, NAC +3 |
5 | +1 Int, +1 Wis | +6 | NAC +4, Turn Resistance +3 |
6 | +2 Str | +7 | NAC +5 |
7 | +2 Cha | +8 | NAC +6, Speed Boost, Turn Resistance +4 |
Blood Scent (Ex): Can pick up the scent of blood with the Scent ability at 2x the normal range.
Energry Drain (Su): Living creatures hit by a vampire’s claw attack, or any other natural weapon the vampire might possess, as well a Pureblood’s or Gelgoran vampire’s Malefic Touch attack, gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hitpoints. A vampire can use its energy drain ability once per round.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Speed Boost (Ex): The vampire’s base speed increases by 25% at character level 4. This bonus to speed increases to 50% at character level 8. This functions regardless of what form the vampire takes.
Turn Resistance (Ex): The vampire gains a +1 bonus to Turn Resistance for every 2 character levels, to a maximum of +4 at character level 8.
Category B Vampires
Category B Vampires gain the following changes regardless of Age, Generation, Bloodline, or Character Level. Although technically all changes that a vampire of Character Level 1 has should be listed here, some of them are not for organization’s sake.
Special Qualities:
Bonus Vitae Feats: Category B Vampires gain the Alternate Form, Great Leaping, Mask of Mortality, and Swarm Shifter (Undead Bats) as bonus Vitae Feats.
Damage Reduction (Ex): The vampire starts with Damage Reduction 10/(+3, holy, or anti-vampire). As the vampire gains Age Category, its Damage Reduction increases. The vampire gains its Generation Value as a bonus to its Damage Reduction (or 10 + GV for its initial DR). The vampire’s natural weapons are initially treated as +3 magic weapons for the purpose of overcoming damage reduction.
Light Sensitivity (Ex): The vampire is Dazzled in areas of light as bright as sunlight (such as when exposed to natural sunlight or when within the radius of a Daylight spell). The penalty for Dazzled is -2, instead of -1.
Darkvision: The vampire has Darkvision out to 120ft.
Resistance: Unless otherwise stated, the vampire has Electricity and Cold Resistance 20.
Vulnerability: Unless otherwise stated, the vampire has Vulnerability to Fire.
Challenge Rating: +4
Category B Vampire Power Progression
Character Level: This column lists what character level the vampire must be before it gains the appropriate abilities. As Category B Vampire is an Inherent Template, all character levels of the vampire contribute to its power progression, since it would be impossible for it to gain levels before it became a vampire.
Ability Score Adjustments: This column lists the adjustments to the vampire’s ability scores as it gains levels. The bonuses under this column stack.
Skill Bonus: This column represents lists the racial bonus that the vampire gets for Bluff, Hide, Listen, Jump, Move Silently, Search, Sense Motive, and Spot checks. The bonuses listed under the Skill Bonus column do not stack. The vampire’s racial bonus increases by 1 for each Character Level, until it maximizes at +8 at Character Level 8.
Special: This column lists any other changes not handled by the other columns. Things such as Feats and Special Qualities are listed under this column.
Character Level | Ability Score Adjustments | Skill Bonus | Special |
---|---|---|---|
1 | +2 Str, +2 Dex | +3 | Alertness, Alternate Form, Great Leaping, Hypnotic Voice, Mask of Mortality, Run, Regenerative Ability, Swarm Shifter (Undead Bats), Undead Traits |
2 | +1 Int, +1 Wis, +2 Cha | +4 | Blood Scent, Dodge, NAC +1, Passing Thought, Turn Resistance +2 |
3 | +2 Str, +2 Dex | +5 | Lightning Reflexes, Hidden Step, Hover, NAC +2, Spider Climb |
4 | +1 Int, +1 Wis, +2 Cha | +6 | Energy Drain, Flight, Improved Initiative, Turn Resistance +4 |
5 | +2 Str, +1 Dex | +7 | Combat Reflexes, NAC +3, Preternatural Speed, |
6 | +1 Int, +1 Wis | +8 | Domination, NAC + 4, Turn Resistance +6, Wingover |
7 | +2 Str | +9 | Dire Charm, Greater Scent, NAC +5 |
8 | +2 Cha | +10 | Memory Blank, NAC +6, Unaided Flight, Turn Resistance +8 |
9 | +2 Str , +1 Dex | +11 | NAC + 7, Flyby Attack |
10 | +1 Int, +1 Wis | +12 | Mesmerize, NAC +8, Turn Resistance +10 |
Blood Scent (Ex): Can pick up the scent of blood with the Scent ability at 4x the normal range.
Bonus Vitae Feats: The vampire starts with Alternate Form, Great Leaping, Hypnotic Voice, Mask of Mortality, and Swarm Shifter (Undead Bats). In addition, the vampire automatically gains Passing Thought at 2nd level, Hidden Step at 3rd level, Flight at 4th level, Preternatural Speed at 5th level, Domination at 6th level, Dire Charm at 7th level, Unaided Flight at 8th level, and Mesmerize at 10th level.
Greater Scent (Ex): The range of the vampire’s Scent ability doubles. This also doubles the range of its Blood Scent ability (it can now detect blood at 8x the normal range).
Energry Drain (Su): Living creatures hit by a vampire’s claw attack, or any other natural weapon the vampire might possess, as well a Pureblood’s or Gelgoran vampire’s Malefic Touch attack, gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hitpoints. A vampire can use its energy drain ability once per round.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Memory Blank (Su): By touching a living creature, the vampire may alter the victim’s memory. This ability works in the same manner as the Modify Memory spell except the vampire may alter 5 + its "Age" + its GV in minutes, rather than just 5.
Speed Boost (Ex): The vampire’s base speed increases by 50% at character level 5. This bonus to speed increases to 100% at character level 10. This functions regardless of what form the vampire takes.
Turn Resistance (Ex): The vampire gains a +2 bonus to Turn Resistance for every 2 character levels, to a maximum of +10 at character level 10.
Category A Vampires
Purebloods do not have a power progression system. They gain all benefits at once. Even the youngest and weakest of awakened Purebloods are epic monsters capable of terrible destruction and powerful manipulation. Purebloods are not meant to be PCs. There is absolutely no way to have balanced gameplay when one of the PCs is more than 10 times as powerful as the rest of the party combined, and I will not attempt to make it possible.
Type: Purebloods have the Chaotic and Evil subtypes.
Hitpoints: Purebloods gain maximum hitpoints per HD.
Natural Armor: Purebloods have a Natural Armor bonus of +20.
Racial Traits: The base creature loses any and all racial traits for being a member of its base race. A Pureblood is a member of its base race in appearance only, albeit with a flawless appearance.
Special Attacks:
Liquid Woe (Su): Liquid Woe is a potent disease that a Pureblood can transmit with their fangs (either with a bite attack or blood drain). A Pureblood can choose not to infect the subject of their fangs. Liquid Woe ravages both the mind and the body. Victims of Liquid Woe become weak and sickly, but they often do nothing about it, as the disease addles their minds. The disease inevitably kills the victim, and those with weaker minds fall into a coma before they die. The disease is transmitted via injury. The victim is entitled to a DC 26 Fortitude save to resist infection, but they must make two saves to resist infection; a single failed save results in infection. The incubation period is 1 hour; after which the victim must make three consecutive successful DC 26 Fortitude saves every 6d4 hours or suffer 1d6 Constitution Damage and 1d6 Intelligence Damage. When the victim suffers 2 or more Intelligence Damage, they must make a successful DC 20 Will save or attempt to find shelter (usually the creatures home or an inn) and go to sleep for 2d4 hours. This sleep is induced by the disease, but is considered magical in nature, so the creature will not wake up naturally; magic is required to wake the creature. Creatures that die of this disease have their inners liquefied. This liquid rot oozes from openings in the creature (eye sockets, nose, mouth, open wounds, etc…), and gives off a horrid stench. Living creatures within 20ft of this rot must succeed a DC 20 Fortitude save or be Nauseated for 2d6 minutes; a creature that succeeds its save is Sickened for 1d6 minutes instead. Creatures that succeed their save are immune to this effect for 24hrs. This rot decomposes the remainder of the victim’s flesh and organs, but not bones, over the course of 1 week. After which the rot loses its potency, and the remains of the creature becomes so much decomposition.
- Effect: Your body is in pain, you ache all over, and you have a terrible headache that just won’t go away. Something is wrong with you, but you thoughts are so clouded you can’t think straight. Maybe if you just went to sleep...
- Curing: The victim may resist infection with three successful DC 26 Fortitude saves, but once infected, successful saves do not cure the affliction. Magic is required to remove the disease. Only a Greater Restoration, Miracle, or Wish spell can cure the disease.
Negative Energy Ray (Su): As a standard action, a Pureblood may fire a ray of negative energy with a range of 100ft. With a successful ranged touch attack, the ray deals 1d4 + Pureblood’s Age + the Pureblood’s Charisma Modifier in negative energy damage. This attack harms living creatures but heals undead.
Soul Blight (Su): Soul Blight is a horrid curse that twists and corrupts the victim’s animus. Only living creatures can be afflicted by this curse. A Pureblood may afflict a victim with this curse only with a natural attack, and only if they succeed on an Energy Drain attack while their Vile Power is active with the attack. Soul Blight is the direct result of a Pureblood’s violent immune system coupled with the powerful necromantic and unholy energies they emit. A Pureblood can choose not to afflict a creature with this curse. The victim must succeed a DC 30 Will save or become afflicted with this curse. Afflicted creatures are prone to violent outbursts. The incubation period is 1d2 days; after which the victim must succeed a DC 30 Will save every 24hrs or suffer 1d6 Charisma Damage. If the victim suffers 2 or more Charisma Damage, they must succeed a DC 26 Will save or 1 point becomes Charisma Drain. If a victim suffers a point of Charisma Drain from this disease, they fly into a rage and attack the nearest living creature for 2d4 rounds, if there is no available target, they will attack a random object in their vicinity (if they are restrained from doing either, they shout profanity). A victim who’s Charisma Score is reduced to 0 by this supernatural curse immediately dies and rises as a free willed Wraith in 1d4 rounds.
- Effect: You can’t seem to stay calm. You’re angry, and you don’t know why. Sometimes you just want to kill the first person you see.
- Curing: The victim may resist infection with a successful DC 30 Will save, but once infected, successful saves do not cure the affliction. Magic is required to remove the disease, but it can only be cured after the curse is broken. A Remove Curse spell (or similar effect) must be cast on the victim, but the caster must succeed a DC 26 Spellcraft Check or the spell will fail. After the curse is broken, the disease can be cured with a Remove Disease spell (or similar effect).
- Special: Good aligned creatures gain a +2 bonus on their Will saves made to resist the disease and the effects of the disease. Evil aligned creatures suffer a -2 penalty on their Will saves made to resist the disease and the effects of the disease. Creatures that are neutral aligned on the good/evil axis receive neither a bonus nor a penalty.
Unholy Might (Su): At will, a Pureblood may shroud itself with an aura of unholy power with a 20ft radius. The ability manifests as a malevolent darkness that has the distinctive feel of evil. When activated, the Pureblood’s natural weapons are gain the Unholy Power and Profane enchantments. The Pureblood emits an Unholy Aura as the spell at a caster level of 20. The aura is centered on, and moves with the Pureblood. The Pureblood, and any creature it is warding with the unholy aura, gain a +4 profane bonus (creatures with the Evil subtype instead gain a +6 bonus, including the Pureblood) to attack rolls, damage rolls, armor class, and saving throws. The Pureblood may change which creatures are protected by the unholy aura as a free action once per round. All non-evil creatures within 20ft of the Pureblood suffer a -4 profane penalty (creatures with the Good subtype instead suffer a -6 penalty) to all attack rolls, damage rolls, and saving throws (this penalty does not stack with the Pureblood’s Necromantic Aura); this is a Necromantic (Evil) effect that does not allow a saving throw. Living creatures protected by the unholy aura are also protected against the Pureblood’s Necromantic Aura. Non-evil creatures protected by the unholy aura are also protected against the profane penalty for being within 20ft of the Pureblood while using Unholy Might. Evil spells that originate from, end within, or pass through the area gain a +4 profane bonus to the caster level and a +2 profane bonus to the DC to resist the spell. Good spells that originate from, end within, or pass through the area suffer a -4 profane penalty to the caster level and a -2 profane penalty to the DC to resist the spell; furthermore, Good spells are Impeded, and the caster must make a Spellcraft check (DC 15 + the Pureblood’s Age) when casting a Good spell that originates from, ends within, or passes through the area. If the caster fails the Spellcraft check, the spell automatically fails to function and the spell (or spell slot) is lost. A Pureblood may renew or suppress this ability at will.
Special Qualities:
Anathemic Turning (Ex): The powerful necromantic energies within a Pureblood are too potent to be turned by any creature, no matter how powerful. Any creature attempting to turn a Pureblood will sense this power, even as they raise their holy symbol, as a foreboding sensation (90% of the time), or as a feeling of fighting against an overwhelming current (10% of the time). A Pureblood must first resist their turning attempt (as Resistance to Turning). If it successfully resists the turning attempt, it can then make an opposed Will check against the creature that tried to turn it. If the Pureblood wins the check, the energy released by the turning attempt is utterly corrupted and backfires, causing the creature’s holy symbol to twist and blacken, forever losing its potency as a holy symbol, becoming nothing more than a useless object with a faint evil aura. In addition, the creature suffers 3d8 points of damage (Will save for half). If the Pureblood rolls a natural 20 on the check, its powerful will causes the creature’s holy symbol to shatter, causing the creature to suffer 8d8 points of damage and stunning it for 2d4 rounds (with no chance for a saving throw). The creature also loses 2d4 of its remaining turning attempts for the day.
- Anathemic Walk (Ex): A Pureblood may use this ability to bypass holy symbols that are either being presented to them or are otherwise hindering them in some way. In addition, a Pureblood may enter Holy Ground and observe good aligned religious phenomena without penalty. Using this ability requires a standard action to activate and a swift action every round it is maintained beyond the first. A Pureblood may maintain this ability for a total number of rounds equal to 2 x (its Charisma Modifier + Age) per day without cost. It need not spend all the rounds at once; it may spread them out over multiple uses. A Pureblood may use this ability beyond that number of rounds, but doing so requires the expenditure of 3 Vitae for each round to maintain. Bypassing holy symbols in this manner causes said symbols to twist and blacken, forever losing their potency. This usually alerts all within visual range of the holy symbol(s) that great evil is nearby. While this use of this ability is active, all turning attempts made against the vampire automatically fail as if the creature lost the opposed Will check (the DM should still roll d20 to see if the vampire rolls a natural 20).
Biological Supremacy* (Ex): A Pureblood’s immune system is extremely advanced. Purebloods are utterly immune to poison and disease. Even magical and supernatural poisons or diseases (such as mummy rot) do not affect them. Foreign objects are ejected from the body (such as a pole). Any foreign substance that enters a Pureblood’s body is virtually instantly eradicated, leaving behind no trace. Harmless magic potions may still be used, but harmful magic potions have no effect on Purebloods when consumed. A Pureblood can prevent foreign objects from being pushed out of their body, or by being damaged by their Dissolving Ichor ability (see below), by making a DC 15 Concentration check each round it is suppressed; however, they cannot suppress their own immunity from being harmed by poisons and diseases.
- Dissolving Ichor (Ex): Dissolving Ichor is a highly acidic substance that can be found inside the body of a Pureblood. It is actually a part of the immune system, being used to fight off invasion; however, due to the unnatural aggressiveness of a Pureblood’s immune system, this substance is actually used as a weapon by the body. When a Pureblood’s body is physically damaged, its body floods the damaged location with this ichor. Once the ichor arrives, it begins to rapidly dissolve the offending matter. This ichor is made of anti-bodies, so the damage it does is not acid damage, but the damage is considered to be chaotic aligned, evil aligned, and epic for overcoming damage reduction. When a physical object deals physical damage to a Pureblood’s body, it is subject to this effect. Affected objects suffer 1d6 damage every time it deals physical damage to a Pureblood’s body, or 2d6 damage each round it remains inside a Pureblood’s body (such as a spear being used to impale a Pureblood or when using a grinding weapon). This damage ignores hardness. This ability also harms creatures that deal slashing or piercing damage with their natural weapons or unarmed strikes to a Pureblood. A creature could possibly have its hand (or some other body part) completely dissolved, depending on the size of the creature and the amount of time the body part was inside the Pureblood. Physical attacks that fail to penetrate the Pureblood’s skin, such as bludgeoning damage, do not trigger this reaction, and thus, are immune to the effects. Objects with an epic level enchantment, artifacts, arcklicite, and objects blessed with anti-vampire magic are immune to this effect.
- Retributive Blood (Su): Another defense mechanism a Pureblood’s immune system is responsible for. A Pureblood’s immune system seeks to eliminate all threats, both internal and external. This ability is triggered when the body’s dissolving ichor is triggered and the offending creature is no more than 5ft away from the Pureblood. The Pureblood’s body utilizes the necromancy flowing through the Pureblood in order to force animated blood out the wound and launches it at the offending creature. The blood forms several whips of blade-like cords that attempt to pierce and slash the offending creature. The creature suffers 1d6 damage, half of which is piercing damage and the other half is slashing damage. The creature is entitled to a DC 14 Reflex save for half. After attacking the creature, the blood retreats back inside the Pureblood’s body. This damage is considered to be chaotic aligned, evil aligned, and epic for the purpose of overcoming damage reduction. A Pureblood may renew or suppress this ability at will.
- Note: On Biological Supremacy, the Book of Exalted Deeds was unclear whether or not undead are affected by Ravages and Afflictions. The book states that “evil undead take an extra 1 point of damage”, which implies that they do. If undead are immune to ravages and afflictions, then so are Purebloods. If undead are not immune to ravages and afflictions, then Purebloods are affected by them, but they are only half as effective, i.e, the Pureblood suffers half damage. The same thing applies to Positoxins.
Blood Scent (Ex): Can pick up the scent of blood with the Scent ability at 10x the normal range.
Damage Reduction (Ex): Purebloods start with Damage Reduction 20/(+5 and good, holy, anti-vampiric). As the vampire gains Age Category, its Damage Reduction increases. The vampire gains its Generation Value as a bonus to its Damage Reduction (or 20 + GV for its initial DR). The vampire’s natural weapons are initially treated as chaotic and evil aligned +5 magic weapons the for the purpose of overcoming damage reduction.
Darkvision: The vampire has Darkvision out to 1,000ft.
Enhanced Childer (Ex): Vampires and vampire spawn created by a Pureblood gain a +2 bonus to their Strength and Dexterity, 1 extra hit point per HD, 4 bonus Vitae Feats, and a +4 bonus to their Vitae Score. This effect does not go away even if the Pureblood is destroyed; this is because it is the strength of the Pureblood’s blood that is enhancing its childer, not because of a connection the child has with the Pureblood. A vampire that has this effect, but later becomes a Pureblood, loses this bonus.
Greater Scent (Ex): A Pureblood’s Scent ability has 5x the normal range. This also increases the range of its Blood Scent ability (allowing it to detect blood at 50x the normal range).
Lifesense (Su): The vampire notices and locates living creatures within 500ft x (1 + its Age), just as if it possessed the Blindsight ability. It also senses the strength of their life force automatically, as if it had cast Deathwatch. The vampire does not need to make Spot or Listen checks to notice living creatures within range of this ability.
Master of the Undead (Ex): Purebloods are the undisputed masters of the undead. A Pureblood's power renders even a mighty lich inconsequential, so it comes as no surprise that Purebloods may, with nothing more than a thought and sheer force of will, command the undead to do their bidding. A Pureblood may attempt to command any undead with HD equal to or less than ½ its own HD. This ability has a range of 25 miles, although the Pureblood must be able perceive the undead in some fashion, such as when usings its Eyes of the Lifeless ability or through use of a Detect Undead spell. Attempting to control an undead creature within range is a Free Action, and the Pureblood may make an unlimited number of such attempts per round. Targets are allowed a Will save to resist the effect, and a successful save renders the target immune to this ability for one round. Targets that fail their save fall under the Pureblood's control as though by a successful Rebuking attempt. Undead controlled in this manner do not count towards the maximum number HD of undead the Pureblood may control. The maximum total HD of undead the Pureblood may control in this manner is equal to 10 x (its HD + its Age), if it gains control over an undead creature with this ability, and it would then exceed its HD limit, it must release undead until it no longer exceeds its HD limit of control. Undead already under the control of some other creature are immune to this ability. Purebloods are immune to this ability; such a creature cannot be controlled easily. Although they could if they chose to, Purebloods do not use this ability to control lesser vampires, as they have other means to do so. The Pureblood immediately loses control of any undead that leave the range of this ability. The Pureblood may release any undead under its control at will.
- Aura of Domination (Ex): The Pureblood’s force of will is so strong that any free-willed mindless undead (with HD equal to or less than ½ the Pureblood’s) within 1,000ft of the Pureblood must immediately make a Will save against the Pureblood’s Master of the Undead ability or fall under the Pureblood’s control, assuming that this would not make the Pureblood exceed its HD limit of control, even if the Pureblood does not know they are there. This save must be made every round until the undead creature fails its save or moves more than 1,000ft away from the Pureblood. The Pureblood may renew or suppress this ability as a Free Action at will. If the Pureblood does not suppress this ability, it tends to collect mindless undead that are drawn to it due to its Encroaching Darkness ability.
Necromantic Aura (Su): The vampire is churning with extremely potent necromantic energies. These energies are so potent that they have a disruptive effect on living creatures. Affected creatures sense the effects of this aura as a feeling of weakness and/or tightening of the skin. Living creatures within 60ft of the vampire suffer a -2 penalty to attack rolls, damage rolls, armor class, saving throws, ability checks, and skill checks. This aura also prevents natural healing (but the vampire is probably not around the creature long enough for this to be a problem). Living creature’s with Fast Healing suffer a -2 penalty to their Fast Healing (to a minimum of 0. example, a living creature with Fast Healing 3 that is within this aura has their Fast Healing ability reduced to Fast Healing 1), and living creature’s with Regeneration suffer a similar -2 penalty. There is no saving throw for this ability. Any Necromancy spell originating from, ends within, or passes through this aura gains a +2 bonus to the caster level. Any Conjuration (Healing) spell originating from, ends within, or passes through this aura suffers a -2 penalty to the caster level. This applies to the spells the vampire casts. This aura is always active, but is suppressed when the vampire uses Mask of Mortality.
Power of the Blood (Su): A Pureblood’s blood has many mystical properties, making it a strange yet powerful well of supernatural force. A Pureblood may evoke a Geas effect upon any creature that has ingested even a drop of its blood within the past 72hrs. A Pureblood may also evoke an Oath of Blood effect upon the creature if the Geas is successful, but only on a living mortal creature. The creature is not entitled to a saving throw to resist the Oath of Blood effect. The creature suffers a penalty to its saving throw equal to the Pureblood’s Age to resist the Geas effect. A creature that successfully resists this ability is immune to it for 72hrs. The Pureblood must be able to see the creature in order to evoke the Geas. The Pureblood need not see the creature with its own eyes. It could use a scrying effect, or similar ability, to see the creature.
Pureblood’s Call (Ex): A Pureblood may send out a “call” to Category B or lower vampires within a 25 mile radius of itself. This call viscerally compels lesser vampires to travel to the Pureblood’s location. Affected vampires will act immediately and try to get to the Pureblood’s location to the best of their abilities, but will not make suicidal attempts to do so and will do everything they can to stay “alive”. The location they travel to is the location the Pureblood was at the time of the call. The call can be ignored with a successful Will save. Category D Vampires receive a +4 bonus to their saving throw to resist this effect. Those who successfully resist this effect are still aware of the Pureblood’s location and that the Pureblood attempted to supernaturally compel them to travel to it. Once the subjects, if any, arrive at the Pureblood’s location, they are free of any obligation and/or attraction to the Pureblood and must be forced or persuaded to aid it.
Pureblood’s Chosen (Ex): A Pureblood may designate a single Category B or lower Vampire of its choice as its Chosen (note: a vampire familiar not under the control of the Pureblood may not benefit from this ability). Doing so requires a 1hr ritual, during which the Chosen must consume a small portion of the Pureblood’s flesh. The Chosen gains a +10 enchantment bonus to its Strength and Dexterity scores, a +4 enchantment bonus to all saves and checks, a deflection bonus to its armor class equal to the Pureblood’s Age, and a +5 enchantment bonus to its regenerative ability. It also gains 3 extra hitpoints per HD. The Pureblood can remove this designation as a free action at will. If the Pureblood is destroyed, the vampire loses this bonus. This bonus overlaps, does not stack with, the Enhanced Childer ability.
Rejuvenation (Ex): Purebloods are well known for being exceedingly difficult to kill, but their reputation for immortality is well deserved. Virtually all forms of destruction, even complete physical annihilation, are only temporary for them. If a Pureblood’s hitpoints are ever reduced to 0 (even by sunlight), it immediately assumes one of its Death States and revives after the described amount of time; while in a Death State, the Pureblood is immune to harm of any kind, even by sunlight. Most people think that sunlight can kill any vampire, and while sunlight is extremely deadly to Purebloods, even that is not enough to permanently slay them.
There are three ways for a Pureblood to permanently die, forcing its soul to pass on to the next life. All other ways are temporary and ultimately futile. The first way is willing destruction. Sunlight CAN destroy a Pureblood if they willingly choose to die. Suicide is an all too common way for Purebloods to die, and fortunately for those Purebloods that have grown weary of their endless existence, the sun always returns in the morning; however, once a Pureblood becomes an Antediluvian, it cannot be destroyed in this manner. The second way is being diablerized by another Pureblood; however, this is the ultimate sin a Pureblood can commit in the eyes of its fellow Purebloods, so this has only happened a handful of times in the history of vampirism. The final way requires a complicated process that must be followed to the letter. This process is described below.
The only way to make sure that a Pureblood does not revive is to deal anti-vampire damage to it equal to no less than its total hitpoints. This renders the Pureblood unconscious and utterly helpless, and also prevents them from assuming a Death State for one week, although it immediately assumes a Death State after this week is up, at which point they regain consciousness and mobility, unless the process in completed. You must then cut its head from its body using a weapon made from arklicite. You must similarly destroy the heart, also with a weapon made from arklicite (this is typically done by using an arklicite mace to pound the heart into goo, but other arklicite weapons work just as well). At this point, the Pureblood’s healing powers have been all but quashed, and the duration before the Pureblood assumes a Death State increases to one month. You must then burn the body and the head separately using an anti-vampire spell (typically Flames of Purity), scatter the ashes from the body over a natural source of clean and uncorrupted running water, then mix the ashes from the head in holy water, and bury the head ashes in holy ground in an area that is subjected to a permanent Consecrate or Hallow effect. If you do not dispose of the body ashes in the described way, the ashes will spontaneously animate in one month as an Aspect of the Pureblood it came from. Unlike other Pureblood Aspects, this Aspect does not dissipate after a certain amount of time. The animated Aspect has maximum hitpoints, is unaffected by holy ground and objects, and is attuned to the exact location (even to the exact plane) that the head ashes are located. This Aspect will seek the head ashes out and attempt to revive them, killing with extreme prejudice any creature that attempts to interfere (although it is intelligent and knows when to flee for the sake of its mission); it does not take into consideration the Pureblood’s relationships or desires (it does not even have memory of such things), its sole drive is to revive the Pureblood it came from, and it will never stop trying until it is destroyed. If the Aspect is destroyed, it will automatically revive in 1d4 days unless it is burned into ashes and disposed of in the same manner that the Pureblood’s body ashes were supposed to be disposed of. If you do not bury the head ashes in the described way, you will fail to fully suppress the powerful unholy and necromantic energies that still charge the Pureblood’s head ashes, and the surrounding 100ft area will be corrupted with blight and decay (reducing to dust whatever container it might be in and turning the holy water it is mixed in into unholy water) as the Pureblood’s power furiously reasserts itself over the course of the month, before finally assuming a Death State. If the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an Unhallow spell, the Pureblood assumes a Death State in half a year if the ashes are placed inside one of its Graves; however, if a Cleric of at least level 21 casts Wrath of Arkay directly upon the head ashes after the ashes have been mixed with holy water and buried appropriately, the Pureblood cannot revive by any means short of divine intervention for a number of centuries equal to the caster level of the Cleric at the time of casting the spell; although the epic spell Superb Dispelling can revert this effect if cast by an evil aligned caster or a caster with the Evil Subtype. This long-term setback will not dissuade the Aspect from unearthing the head ashes, storing them in a safe location, and finding a creature that it can attempt to force to cast Superb Dispelling and/or Unhallow on the ashes.
Resist Detection (Ex): Purebloods are always under the effects of a Mind Blank and Nondetection spell. The nondetection effect is treated as though the Pureblood had cast it on itself for the purposes of determining the DC to overcome it. The Mind Blank is effective against both spells and powers. This effect cannot be dispelled and functions even when in an Anti-magic field. A Pureblood may choose to lower this defense.
Turn Resistance (Ex): +16.
Speed Boost (Ex): A Pureblood’s base speed increases by 400% (or x5). This functions regardless of what form the vampire takes.
Unholy Grace (Ex): A Pureblood adds its Charisma modifier as a bonus to all its saving throws and as a Deflection bonus to its AC.
Unnatural Presence (Ex): An unnatural aura of death and necromancy surrounds the vampire. This aura strikes unease into living creatures within 50ft of the vampire, but it is not debilitating. Animals suffer a different effect. Animals, whether wild or domesticated, can sense the unnatural presence of the vampire at a distance of 100 feet. They will not willingly approach nearer than that and panic if forced to do so unless the animal’s handler succeeds a DC 40 Handle Animal or Wild Empathy check, and all Handle Animal and Wild Empathy checks suffer a -10 penalty. Animals will raise a cry of alarm while they remain within 120ft of the vampire. Vermin are immune to this effect. While the vampire is using Mask of Mortality, non-animals do not feel unease in the vampire’s presence; however, animals still flee the vampire’s presence and still raise a cry of alarm.
Vile Power (Su): All of a Pureblood’s attacks, spell-like, psi-like, and supernatural abilities deal extra vile damage equal to ½ its HD (max +20), but only if they themselves do damage.
Wish (Sp): Once per month, a Pureblood may grant a Wish as the spell, even for themselves.
A Pureblood is always under the effects of a Tongues and True Seeing effect. These are supernatural abilities and cannot be dispelled or suppressed.
Immunities: Purebloods are immune to polymorphing, petrification, and other form-altering attacks.
Abilities: Increase from the base creature as follows: +30 Str, +20 Dex, +15 Int, +15 Wis, +25 Cha.
Feats: Purebloods gain the following feats: Bonus Domain (Hunger), Bonus Domain (Deathbound), Bonus Domain (Undeath), Boost Psi-Like Ability (x2), Boost Spell-Like (x2), Boost Supernatural Ability (x2), Corrupt Psi-Like Ability (x2), Corrupt Spell-Like (x2), Corrupt Supernatural Ability (x2), Empower Psi-Like Ability (x2), Empower Spell-Like (x2), Empower Supernatural Ability (x2), Flyby Attack, Hover, Irresistible Gaze, Improved Flyby Attack, Metanode Spell, Node Defense, Node Sensitive, Node Spellcasting (Evil), Pervasive Gaze, Piercing Gaze, Quicken Psi-Like Ability (x2), Quicken Spell-Like (x2), Quicken Supernatural Ability (x2), Spectral Strike, Violate Spell-Like (x2), Violate Supernatural Ability (x2), Violate Psi-Like Ability (x2), Wingover
Skills: Purebloods have a + 20 racial bonus to Bluff, Hide, Listen, Jump, Move Silently, Search, Sense Motive, and Spot checks.
Challenge Rating: +20
Bloodlines
This section includes all the vampire bloodlines. Every vampire belongs to a bloodline and receives additional benefits/drawbacks based upon what bloodline they belong to. A bloodline is not an organization (though you can make it out to be that way). It is merely a strain of vampirism. Some of these bloodlines are incomplete, particularly the Anthotis bloodline. I need to rework some of them to fit core 3.5 rules better. Classes gained by becoming a particular strain of vampire are gained regardless of alignment. The vampire's alignment has no effects on classes gained in this manner. A non-Pureblood vampire may only have one of their aura powers active at any given time. All aura powers can be suppressed or resumed as a free action. Auras that are continually emitted are always active. Auras that are listed as Toggable do not count towards the active aura limit. All feats granted by a bloodline are gained regardless of whether or not the vampire meets the prerequisites.
A number of bloodlines make the vampire X% more powerful while using certain abilities. What this means is that all statistical information, except for DC, is increased by the same percentage. Example: a spell that is 50% more powerful affects 50% more creatures, lasts 50% longer, has 50% more range, deals 50% more damage, and has a 50% larger area of affect. This may seem like a bit much, but the curse of vampirism grants the vampire powers mortals do not possess, for a price.
Pureblood Special Traits
All buffs for Category A Vampires are cumulative. Category A Vampires possess the powers (and weaknesses…sort of) of ALL bloodlines in addition to some extra powers that only they possess.
- All experience requirements to reach the next level are increased by 25%
- May turn their victims into any bloodline the vampire desires
- The blood of a Pureblood is so powerful that it can turn someone into a vampire even if they are already dead. The individual will have an incubation period of only a few seconds rather than a few days and their soul instantly returns to their body unless it is trapped in some way. The vampire must have access to the victim’s body and the body must be relatively intact. Missing limbs do not prevent this profane resurrection but the victim’s limbs will still be missing upon their resurrection. This resurrection is extremely distressful and persons so raised this way will immediately frenzy without a saving throw. A Pureblood cannot raise someone as a vampire if they have been dead for more than 24hrs
- A Pureblood may have up to 3 aura powers active at a time (auras that listed as toggable or always active do not count towards this limit); however, there is a 25% chance every round that the separate auras will interfere with each other and collapse, 50% if there are 3 auras. Auras ended in this manner cannot be used again for 10 minutes. Only 1 toggable aura may be active at a time. Though listed under Pureblood special traits, this limit to aura powers counts for all vampires with aura powers.
Nether Lightning (Su): This ability allows the vampire to cause the magical energies within them to vibrate to the point that electricity is created. When used, the vampire releases an ark of electrical and unholy energies in the form of a black lightning with a white translucent lining. The vampire may release the lightning as a Cone shaped Burst with a range of 60ft + 10ft per Age of the vampire, as a Sphere shaped Burst with a raidus of ½ the range of the Cone, or as a Ranged Touch attack with 3x the range of the Cone. When released as a Cone or Sphere, the lightning causes 1d8 electric damage per point of Charisma Modifier the vampire has and 1d4 unholy damage per point of Charisma Modifier the vampire has to everything within the area. In addition, all affected targets gain 1d4+1 negative energy levels. The Cone or Sphere cannot be dodged, but creatures with the Evasion or Improved Evasion ability are allowed a Reflex save for half damage and avoiding the negative levels. If the vampire targets a specific being (by using a Ranged Touch attack), the lightning will be released in a concentrated bolt that deals 1d12 electric damage per point of Charisma Modifier the vampire has and 1d8 unholy damage per point of Charisma Modifier the vampire has and deals 2d4+2 negative energy levels, Reflex save for half damage and avoiding the negative levels (Evasion/Improved Evasion is not required to make the Reflex save).
- Any living corporeal creature slain by a Pureblood’s Nether Lightning rises as a Tainted One (see Tainted One template for more details) under the Pureblood’s control in 1d4 rounds. The Pureblood may freely control a number of Tainted Ones equal to its Charisma Modifier + its Age, any excess Tainted Ones count towards the Pureblood’s total limit of HD of undead that it may control. If a Tainted One under the Pureblood’s control creates a new Tainted One, that new Tainted One is also under the Pureblood’s control.
- This ability requires 3 rounds of concentration to use. If the vampire uses this power a number of times equal to their Charisma Modifier in the same day, they automatically become Fatigued, if they are already fatigued, they become Exhausted. They stay fatigued for 24hrs or until they rest, whichever comes first. If they use it an additional number of times equal to their Charisma Modifier in the same day, they automatically become Exhausted (which lasts as long as the fatigue effect). Each time the vampire uses this ability beyond the their Charisma Modifier in a single day, they suffer 10d6 damage (caused by the disruptive effects this ability causes to the energies within the vampire). This damage counts as backlash damage caused by a spell the vampire cast.
Bat Clone (Ex): The vampire can create creatures, or even a clone of themselves, using a small portion of its own body, such as a finger (which will not regenerate until the creature(s)/clone has been destroyed or dismissed). This ability cannot duplicate anything the vampire is carrying, but will still duplicate their clothes if a clone is created. The vampire may only create animals, magical beasts, or of a clone of itself. Created creatures can be no larger than 1 Size Category larger than the vampire. The statistics of creatures are the same as the normal statistics for a creature of its type, except its type is changed to undead (do not recalculate HD), it gains a +4 enchantment bonus to Str and Dex, a +10ft bonus to land speed, gains a fly speed equal to its base land speed (if the creature can already fly, increase its fly speed by 10ft, or use its base land speed, whichever is higher), it is mindless, and does not have any of the base creature’s spell-like, psi-like, supernatural, extraordinary, or spellcasting abilities. These creatures may turn into a Bat Swarm, or change back, as a Move Equivolent action. The vampire commands created creatures telepathically, and may do so regardless of distance; however, the vampire cannot give commands to created creatures on a different plane than itself. Such creatures follow the last set of instructions until dismissed or destroyed.
- At any time, the vampire may choose to use the sensory of one of the created creatures. Otherwise, the vampire only has a vague awareness of what is happening to the creatures. If bats are created in with this ability, the vampire may create up to 100 bats for every portion of its body used, and may use the sensory of all the bats at the same time. Bats created in this manner may see with their eyes as well as humans do, so they also give a visual feedback. The vampire may also communicate telepathically with anyone who comes into physical contact with one or more of these bats. This allows the vampire to scout at a much faster rate, and to coordinate their companions with great efficiency. To control created bats in this manner, the vampire must remain stationary and keep its eyes closed.
- A clone of the vampire itself functions as a Simulicrum with a few exceptions. It is not an illusion (it is fully solid as well) and it uses the Pureblood’s mental ability scores, skill ranks, and feats. Unlike created creatures, the clone may only be controlled completely or not at all. When the clone is being controlled, the vampire must remain stationary, and keep their eyes closed, they are aware of everything the clone is aware of, but will have an awareness of their own surroundings as though they were asleep. The vampire uses the clone’s senses (it cannot sense touch through the clone, but it still aware of any damage inflicted on the clone). The vampire may speak through the clone. For all intents and purposes, the Pureblood IS the clone. What makes this ability so useful is that creatures and clones created in this manner are unaffected by sunlight.
- The vampire may choose to dismiss any or all creatures/clone created with this ability at will as a Standard Action. A successful Dispel Evil will destroy creatures but not a clone.
- The number of creatures (plus a single clone) the vampire may have at a time is extremely difficult to quantify, especially if the vampire is not Medium size. Creatures larger than Medium require larger pieces of the vampire’s body, while creatures smaller than Medium require smaller pieces of the vampire’s body; furthermore, the vampire does not have to use a piece of their exterior body. They could use a piece from their insides if they chose to, although fingers or a whole hand are the most common pieces used. The more creatures the vampire has at a time, the more pieces required to use. This can get to the point where large portions of the vampire’s body are missing. Purebloods don’t normally use this ability because it is inconvienient and because there is some mild stigma attached to a Pureblood showing itself to other Purebloods while pieces of its body are missing. Purebloods will usually only use this ability when they need a guardian for something right now, they need to scout a large area/coordinate a large group of creatures (by using bats), or when they need to accomplish something in the daylight (by using a clone).
Aetherial Shadow Form
This is quite possibly the most powerful ability a Pureblood possesses. The vampire calls upon their instincts and the dark and evil power within them, and summons them into the physical world. The vampire’s body will dissolve and reform into shadow and aetherial matter. Bloody red eyes will open up all over this form and the vampire may shape their body into any form they desire. While in this form, they are virtually indestructible and unstoppable. This is a Pureblood’s true form, a wreathing mass of cruel darkness, fell power, and unimaginable savagery. It is the result of physically manifesting their instincts and their very nature, death. The nature of this power causes the vampire to hunger for both battle and blood uncontrollably. The alignment of the vampire is irrelevant. This power is both highly effectual and highly dangerous, and it is generally used only as a last resort. This is an innate, extraordinary ability all Purebloods possess.
Activating this ability requires 1 minute to activate. During this time, the Pureblood is considered Helpless. The Pureblood can make attacks of opportunity, or other actions, during this time, but doing so immediately cancels the transformation. The Pureblood may choose to cancel the transformation as an Immediate Action during this time. During this time, every non-mindless creature (but not Constructs) within 1,000ft of the Pureblood is overcome with a feeling of dread that leaves no doubt that something terrible is about to happen.
While in this form, the vampire receives various bonuses and drawbacks. They are as follows:
“Now! It's time to educate you on how a real vampire does battle!” – Alucard
- Bonuses:
- Profane bonus Strenght and Dexterity equal to 10 + the vampire’s Age
- Immunity to Energy
- Spell Resistance gained from Selenu bloodline increases by 30
- +20 profane bonus to regenerative abilities
- +5 profane bonus to all rolls. Rolls that must be made via the weaknesses of this power do not receive this bonus
- Gain a Deflection Bonus to AC and saving throws equal to Charisma Modifier (this is in addition to the Unholy Grace bonus)
- The first 20 points of damage the vampire deals each round is converted into Vile Damage
- Damage reduction is increased by +20/(+2 to all types that can penetrate it)
- Total hitpoints are temporarily increased by +10 per HD (These are not temporary hp and will heal like normal hp, but go away after Aetherial Shadow ends, which could potentially reduce the vampire to 0 hitpoints)
- All Powers, Spells, and Special Attacks are Maximized
- May take 20 on one roll or check once per round, or take 10 on two rolls or checks once per round.
- Vision in all directions
- Immunity to gaze attacks
- May use a gaze attack against any enemy with a clear sight of them
- Continually emits an Aura of Cold
- The vampire’s Unholy Might ability activates and cannot be turned off (the Unholy Aura from the Unholy Might ability extends from any and every space the vampire occupies)
- Spiritual Energy Pool increases by 50%
- Diffusion (Ex): The vampire’s form has dissolved, in a sense, and has no organized structure. The vampire is, mostly, in control of their form during this time. The vampire may alter their form, including their size category, as a free action once per round. Normally Medium Sized Purebloods could make themselves as large as a castle, while normally larger sized Purebloods could make themselves even larger. This allows the vampire to assume a massive size (up to Colossal), with exact dimensions being subject to change. The vampire can become something of a flood of semi-tangible shadow matter with no discernible form; thus, it can spread itself out over a vast area by sacrificing height. Because the vampire’s body is diffused throughout the mass of shadow/aetherial matter, destruction of specific body parts is impossible; therefore, limbs and organs are treated as “regenerating” instantly, or rather, cannot be destroyed at all. In this state, the vampire is similar to an ooze, although one made out of the most destructive kind of unholy and shadow energy. It may squeeze itself through any non-air-tight space. The vampire may also take whatever form or shape they desire, such as not changing their appearance at all, or taking on the form of bits and pieces of multiple bodies, or even multiple creatures. This ability is similar to the Alter Self spell, except that it is not an illusion; however, no matter what form the vampire takes, it does not gain any extra attacks or abilities based on that form.
- Multiple Attacks (Ex): The vampire may attack as though it were Two-Weapon Fighting or One-Weapon Fighting, and the amount of attacks it can make per round doubles (to a maximum of 8 attacks per round with One-Weapon Fighting and 16 attacks per round with Two-Weapon Fighting). It cannot make more than 10 attacks against a Small or smaller creature or 14 attacks against a Medium creature (it can make all of its attacks againat a Large or larger creature). The vampire threatens every space within 20ft of every space it occupies (+10ft for each size category the vampire is above medium, or -10ft for each size category the vampire is below medium). The vampire may move part of itself into a space occupied by another creature (doing so provokes an attack of opportunity), although it must remain attatched to itself, so it also occupies spaces between the creature and the rest of itself. All attacks the vampire makes against a creature in a space the vampire occupies are made at their Full Attack Bonus. If the vampire occupies all spaces adjacent to the creature in addition to the space the creature occupies, any attacks it makes against the creature do not count against its limit of attacks per round (although it cannot exceed its 16 attack limit for any single creature and the size of the creature still limits its number of attacks). Creatures totally submerged can still breathe, since the shadow matter is partially intangible, but total submersion is undesirable, since the shadow matter still carries its own semi-tangible force that could potentially sweep the creature away.
- Multiple Graples (Ex): The vampire may grapple any creature in a space that it occupies. The vampire is considered to be a creature of the same size as the creature being grappled. Because the vampire may assume any form it desires, including a mass of arms and hands, it gains a +20 bonus to all grapple checks.
- Enhanced Aura of Desecration (Su): The vampire emits an aura of utter desecration with a radius of 1,000ft (caster level 30). The vampire acts as a shrine to an evil deity, and so the effects of the desecration are doubled. If this aura enters a consecrated area, the area where they intercept will be affected as follows: An opposed caster level check must be made, if the desecration wins the check, the consecration is suppressed, being replaced by the desecration. If the consecration wins the check, both the consecration and desecration are suppressed. Areas where the consecration and desecration do not meet are unaffected. If this aura enters a hallowed area, the area where they intercept will be affected as follows: both are suppressed. Areas where the hallowed and desecration do not meet are unaffected. If this aura enters an area connected to a deity, the deity’s connection is cut off but the desecration is not suppressed.
- Continually emits an Aura of Terror (Su) (All non-undead within 120ft of the vampire are overcome with intense feelings of fear, hopelessness, and dread and suffer a –4 penalty to all attack rolls (-6 if attacking the vampire). In addition, a will save with a –4 penalty must be made every round or the being will be paralyzed with fear for 1d4+3 rounds. Beings of level 8-12 may make an additional save without penalty if they fail the previous roll. A successful secondary save results in the being fleeing in terror for 1d4+3 rounds as if under the effects of panicked instead. Beings above level 12 or 12 HD are unaffected by Aura of Terror.)
- Continually emits an Aura of Deeper Darkness (Su) (All candles, torches, and small fires/electric lights within 200ft of the vampire are snuffed out. This ability otherwise functions as a Deeper Darkness spell with a radius of 200ft and is centered on the vampire (caster level 20))
- Weaknessess:
- The vampire has drawn their instincts into the physical world and wrapped them around themselves. This causes the vampire to become increasingly violent, sadistic, malevolent, irrational, and cruel, regardless of alignment. The vampire will lust for blood and violence and will likely end up committing one or more evil acts. Regardless of what the vampire does while in this form, their alignment will not change, as they are under the effects of powerful dark magic and would not normally act in this manner; however, they will likely feel great remorse and/or guilt for any evil act they may have committed (assuming they were not evil to begin with). In addition, they knowingly and willingly underwent such a transformation, which could be seen in and of itself as an evil act considering the vampire was aware of the danger. If their deity does not tolerate such evil acts they may lose their cleric powers (if any) and will have to repent if they want to get them back.
- The vampire’s mind is bolstering with its dark and malevolent instincts. Every round, the vampire must make a successful DC 50 Wisdom Check at a –4 penalty. A failed save results in the vampire losing the ability to distinguish friend from foe for 1d4 rounds. Thereafter, all beings present will be treated as enemies insofar as the vampire is concerned. Beings that the vampire is especially close to will still be seen as friends, though the vampire is not likely to listen to anything they have to say. The vampire does not make this roll while they cannot distinguish friend from foe (as it would be irrelevant). After the vampire regains their distinction they must again make this check the next round and every round thereafter.
- After the vampire ends the Aetherial Shadow Form they will still continue to hunger uncontrollably. The vampire will be required to feed 3 times as often for the next 7 days or risk frenzying. After the spell ends the vampire immediately becomes Exhausted.
“Wh-what IS that! What the @%^$ is happening!” – Jade
“It’s Death. Death is happening.” – Serteng
Aetherial Shadow: Black Penance
The Aetherial Shadow can be described as a form of spiritual ascendance (or descendance…depending on your point of view). It is hardly a surprise that Purebloods have spent millennia trying to uncover its secrets. Some Purebloods believe that there exists a level beyond the first; a way to achieve even greater power by pushing the Aetherial Shadow beyond its limitations. There exists no evidence to support this theory; however, a particular legend still persists amongst the Purebloods. The legend states that a Pureblood of the ancient past achieved such spiritual perfection that he broke the limits of the Aetherial Shadow and discovered the next level. For reasons unknown, he named this level “Black Penance”. Many a Pureblood has wasted away countless centuries in search of any documents left behind by this Pureblood. Thus far, no tangible evidence exists in support of the veracity of this legend.
Black Penance truly exists, and though only one has ever achieved it, there is the possibility that another Pureblood could attain the same spiritual perfection to push the Aetherial Shadow to the next level.
Black Penance is not a decentralized mass of aetherial/shadow matter; instead, the vampire’s form is altered to be made up of this same matter. It is much more rigid, and so does not have the flexibility the initial form possesses. The exact form the Pureblood will take cannot be accurately predicted. The transformation is unique to each Pureblood. Aetherial Shadow manifestes the Pureblood’s true nature, the second level manifestes a reflection of the Pureblood’s soul. What form that reflection will take and what it will reveal can be nothing less than unique for each Pureblood.
There are some abilities all Purebloods receive while in this form. These abilities are listed below; however, each Pureblood also gains a set of abilities unique to their form. These unique abilities are directly influenced by the Pureblood’s personality, world view, and ambitions.
These bonuses replace the bonuses granted by Aetherial Shadow. They do not stack.
Requirements. Purebloods cannot innately use Black Penance as they can use Aetherial Shadow. Before they can use this power, a Pureblood must meet the following requirements:
- Character Level 300
- Must have conquered The Beast
- Must be an Ancient or older vampire
- Must have knowledge of how to successfully compress and solidify the Shadow/Aetherial matter (this knowledge has been lost to history, but perhaps it could be uncovered or relearned by another individual.)
- Special: The journey to spiritual perfection is unique to each individual. The Pureblood must attain a perfect harmony of body, mind, and soul. Without this harmony, it is impossible to attain this form.
- Bonuses
- Profane bonus Strenght and Dexterity equal to 20 + the vampire’s Age
- Immunity to Energy (energy-based spells directed at the vampire have a 75% chance of being reflected back at the caster)
- SR increases by 50
- +40 profane bonus to Natural Armor
- +10 profane bonus to all rolls. Rolls that must be made via the weaknesses of this power do not receive this bonus
- Total hp are temporarily increased by +20 per HD (These are not temporary hp and will heal like normal hp but go away after Aetherial Shadow ends)
- Gain a Deflection Bonus to AC equal to Charisma Modifier x 2 (this is in addition to the Unholy Grace Deflection bonus)
- All attacks made by the vampire’s natural attacks count as an evil and +10 epic enchantment weapon for the purpose of overcoming damage reduction
- The vampire’s natural weapons and any weapons they wield are treated as having the Unholy Power and Profane Burst enchantments
- Bite attack deals an additional 5 damage and causes 1d4 Constitution Drain (instead of 1 Constitution Damage). The Constitution Drain is a supernatural ability.
- All powers, abilities, and spells are 200% more powerful
- Vision in all directions (the vampire may toggle this power since extra vision is attained only when the vampire chooses to create extra eyes)
- May use Gaze Attacks against any enemy with a clear sight of the Pureblood
- Continually emits a Freezing Aura
- Continually emits a Negative Energy Aura
- Continually emits an Unholy Aura at a caster level of 40 with a range of 1,000 ft
- All movement rates are doubled, as are all Shadowdash abilities
- Spiritual Energy Pool increases by 200%
- Automatically gets the best possible result on any check, saving throw, attack rolls, or damage roll (attack rolls should still be made to determine critical hits)
- Profane Aura (Su): The vampire continually emits an aura with a radius of 1-mile. The aura acts as an Unhallow spell (caster level 40). The vampire controls which spell is attached to the aura and may change the spell as a free action once per round at will. If this aura enters a consecrated area, the area where they intercept is affected as follows: The consecration is suppressed but the unhallow effect remains. If this aura enters a hallowed area, the area where they intercept is affected as follows: An opposed caster level check is made, if the aura wins the check, the hallow effect is suppressed, if the hallow wins the check, the unhallow effect is suppressed. If this aura enters an area connected to a deity, the deity’s connection is cut off unless the vampire chooses not to affect it.
- Aura of Terror (Su): All non-undead within 300ft of the vampire are overcome with intense feelings of fear, hopelessness, and dread and suffer a –6 penalty to all attack rolls and damage rolls (-10 if attacking the vampire). In addition, a will save with a –6 penalty must be made every round or the being will be paralyzed with fear for 2d6+6 rounds. Beings of level 12-16 may make an additional save with a -3 penalty if they fail the previous roll. A successful secondary save results in the being fleeing in terror for 2d4+4 rounds as if under the effects of panicked instead. Beings above level 16 or 16 HD are unaffected by Aura of Terror.
- Regeneration 50 (Ex): The vampire takes normal damage from Good Aligned Major Artifact Weapons and Anti-Vampire damage. The vampire heals damage at a rate of 50 per round. Limbs and organs regenerate instantly unless destroyed/severed by anti-vampire damage, in which case it will regenerate in 2d4 rounds.
- Evil Weather (Ex): The weather conditions in a 1-mile radius surrounding the vampire become a heavy thunderstorm accompanied by a Rain of Blood (as described in the Book of Vile Darkness) evil weather. In addition, the sun and sky darken, as if an eclipse were occurring. The eclipse darkens everything within a 10-mile radius of the vampire. This heavy storm combined with the eclipse is sufficient to prevent vampires from being damaged by the sun within a 1-mile radius of the Pureblood.
- Foul Presence (Ex): The mere presence of the vampire befouls their surroundings. There is a small chance that the vampire’s presence causes A Great and Powerful Malevolence as a Lingering Effect of Evil (as described in the Book of Vile Darkness); otherwise, it always causes A Lasting Evil. The area within a 100ft radius of the vampire is affected by a Despoil spell and a Befoul spell (Plants wither and die, water becomes stagnant and unsafe to drink, stone erodes, wood rots, etc…). The Despoil and Befoul effects can only affect a creature or object once per transformation.
- Supernatural Abilities (Su): The vampire may use the following spells as supernatural abilities at will with a caster level equal to their HD.
- Bestow Greater Curse, Circle of Death, Circle of Nausea, Damning Darkness, Greater Teleport, Plane Shift, Power Word Blind, Power Word Kill, Power Word Stun, Wave of Exhaustion, Wave of Grief, Wave of Pain, Wrack, and Wretched Blight
- Once per transformation, the vampire may use Apocalypse from the Sky as a Spell-Like ability.
- Weaknesses
- Unlike Aetherial Shadow, the vampire does not hunger uncontrollably while using Black Penance. To achieve this power, the vampire must have transcended their instincts. They are in complete control of their actions.
- After the vampire ends Black Penance, they will be overcome with a maddening hunger and their current Vitae Score is reduced to 0. This is not because the vampire is losing control of their insticts, but because they have consumed all their power. The vampire will be required to feed 6 times as often for the next month or risk frenzying (this is an exception to the vampire’s immunity to frenzying). After Black Penance ends, the vampire will be immediately become Exhausted.
- This god-like power does not come without a price. It completely and utterly breaks mortal limitations. Purebloods without at least 1 Divine Rank suffer the following effects. The attention of deities aside, the vampire’s body, mind, and soul were not meant to handle such power. The strain of maintaining this power causes the vampire immediately lose 5 levels (which levels are chosen by the vampire). This loss in level is paid when Black Penance ends, and must be paid every time the power is used.
“I’ve waited centuries for our kind to change their ways. This spiral of decadence and debauchery, lies and betrayals, schemes and cowardice; I knew it had to stop if we were to survive the changing times; the future that is at hand. I’ve striven to open their eyes, to make peace between the living and the dead. But the spiral continues, and those filthy maggots have closed their eyes to the truth. It was then that I realized what had to be done. All they respect is power. All they fear is power. All they believe in is power. So I will become that power; and they will respect me, and they will fear me, and they will believe in me. I will rise up above everything, and I will MAKE them change.” – Belenthrond Indoril
Anthotis
- This bloodline is gifted with powerful minds suited for psionic prowess. While not as physically imposing as some of the other bloodlines, all Anthotis vampires have the psion class. If someone does not have this class when they are turned they will automatically gain this class as if they were a multi-class user. An Anthotis vamprie’s Psionic Charm Gaze is so potent that it may affect humanoid and monstrous humanoids normally immune to charming, such as elves, but they receive no penalty to their saving throw and the DC is cut in half. The Anthotis bloodline is considered to be one of the most powerful bloodlines.
- Category C Vampires:
- +2 to Int, Wis
- +4 bonus to save throws to resist mind-affecting effects
- Experience required to gain a level in the psion class is reduced by 10%
- May choose 2 disciplines rather than 1. Separate experience points to advance in these disciplines are not required. The vampire is merely treated has having access to 2 disciplines. Manifester level is treated as being 3 levels higher than it really is for the purposes of opposed rolls
- Gain Power Resistance equal to manifester level +5
- DC to resist powers increased by 3
- +4 racial bonus to Concentration, Autohypnosis, Knowledge (psionics), Psicraft, and Use Psionic Device checks
- Gain 2 extra Power Points for every Psion level
- Gain 1 additional powers known for every Psion level
- Powers are 25% more powerful
- Gain the Feats: Autonomous, Closed Mind, Psionic Charge, Psionic Affinity, Speed of Thought, Talented, All Metapsionics Feats (1 time)
- May use Telepathic Bond once per day as a psi-like ability
- May use Telekinesis at will as a psi-like ability. All parameters for the spell are increased by 50%
- Telepathy (Psi): The vampire may communicate telepathically with any creature that has language within 100ft at will. The vampire may only use a language they know (unless they are being affected by a spell that allows them to communicate in any language, such as the Tongues spell), so if the creature does not speak a language the vampire knows, the creature will not understand what the vampire is saying.
- Category B Vampires:
- +2 to Int, Wis
- +6 bonus to save throws to resist mind-affecting effects
- Experience required to gain a level in the psion class is reduced by 20%
- May choose 4 disciplines rather than 1. Separate experience points to advance in these disciplines are not required. The vampire is merely treated has having access to 4 disciplines. Manifester level is treated as being 6 levels higher than it really is for the purposes of opposed rolls
- Gain Power Resistance equal to manifester level +10
- DC to resist powers increased by 5
- +6 racial bonus to Concentration, Autohypnosis, Knowledge (psionics), Psicraft, and Use Psionic Device checks
- Gain 4 extra Power Points for every Psion level
- Gain 2 additional powers known for every Psion level
- Powers are 50% more powerful
- The vampire’s mind is enhanced beyond the norm. The vampire must meditate for 8 hrs once a week to keep their power in check. Failure to meditate results in all bonuses being reduced to the level of Category C Vampires. When under the influence of extreme emotion, a –2 penalty is applied to all rolls involving psionics.
- Gain the Feats: Autonomous, Combat Manifestation, Deadly Precision, Force of Will, Closed Mind, Psionic Charge, Power Penetration, Psionic Affinity, Psionic Body, Psionic Empowerment, Speed of Thought, Talented, All Metapsionics Feats (2 times)
- May use Telekinesis at will. All parameters for the spell are doubled. This is a psi-like ability. The vampire may use this ability while using Mask of Mortality.
- May use Telekinetic Sphere and Telepathic Bond 3 times per day as a psi-like abilities
- May use Nightmare as a psi-like ability once per day
- Telepathy (Psi): The vampire may communicate Telepathically with any creature that has language within 250ft at will. The vampire may only use a language they know (unless they are being affected by a spell that allows them to communicate in any language, such as the Tongues spell), so if the creature does not speak a language the vampire knows, the creature will not understand what the vampire is saying. The vampire may use this ability while using Mask of Mortality.
- Category A Vampires:
- Experience required to gain a level in the psion class is reduced by 50%
- The vampire has access to all psion disciplines. Separate experience points to advance in these disciplines are not required. The vampire is merely treated has having access to all disciplines. Manifester level is treated as being twice as high as it really is for the purposes of opposed manifester checks
- Gain Power Resistance equal to manifester level +50
- DC to resist powers increased by 10
- +10 racial bonus to Autohypnosis, Concentration, Knowledge (psionics), Psicraft, and Use Psionic Device checks
- Gain 10 extra Power Points for every Psion level
- Gain 3 additional powers known for every Psion level
- Powers are 100% more powerful
- Gain the Feats: All Metapsionics Feats (3 times), Align Attack, Autonomous, Bonus Domain (Mind), Chain Power, Closed Mind, Combat Manifestation, Deadly Precision, Epic Power Penetration, Force of Will, Ghost Attack, Greater Psionic Empowerment, Greater Psionic Fist, Greater Power Penetration, Improved Overchannel, Inquisitor, Mindsight, Narrow Mind, Overchannel, Opportunity Power, Psionic Charge, Power Penetration, Psionic Affinity, Psionic Body, Psionic Empowerment, Psionic Fist, Psionic Mastery, Speed of Thought, Talented
- May use Ultrablast, Mass Cloud Mind, Mind Thrust, Nightmare, Psychic Crush, Psionic Blast, Detect Psionics, Detect Hostile Intent, Energy Bolt, Telekinetic Force, Telekinetic Maneuver, and Telekinetic Thrust as a psi-like abilities at will (Telekinetic Force, Maneuver, and Thrust may be used while using Mask of Nobilty)
- May use Dreamscape as a psi-like ability once per day
- May use Telepathic Bond at will. When a second Telepathic Bond is cast, the affected creatures may be included in the link between the previous one at the vampire’s discretion. This is a Supernatrual Psi-Like ability. The vampire may use this ability while using Mask of Mortality.
- Psychic Juggernaut (Ex): If an attempt is made to forcibly affect or connect to the mind of the vampire (such as with Mind-Affecting Abilities, various psion Powers, and other similar abilities), the ability will automatically fail and the psychic backlash will cause the offender to suffer 3d6 points of damage, be stunned for 2d4 rounds, and suffer 1d4 Intelligence Drain. This ability applies when a manifester uses any power or ability of the Telepathy Discipline, or when a creature otherwise makes an attempt to connect to the vampire’s mind (which encompasses most, if not all, Mind-Affecting effects), regardless of whether or not the attempt was successful, or even if it was beneficial to the vampire. If the offender has a manifester level (or caster level, if appropriate) of at least 50% greater than that of the vampire’s manifester level + the vampire’s Intelligence Modifier, they may make an opposed manifester check (if the ability uses a caster level, such as a wizard casting a Dominate Person spell, use the offender’s caster level vs the vampire’s manifester level) at a –5 penalty. If the offender is a creature with innate psionic abilities, such as a Mind Flayer, they do not receive the -5 penalty. If they succeed the check, they are not affected by this backlash, but the vampire is still unaffected as normal. This defense exists because the vampire's mind is extremely hostile to invasion, and has a virtual ocean of psychic energy to back up its hostility. The vampire must consciously relax their mental defenses to prevent this hostile reaction. It is advisable that companions wishing to connect to the vampire's mind inform the vampire ahead of time. The vampire is otherwise immune to all Mind-Affecting effects.
- Psychic Instability (Ex): The vampire must meditate for 1 hr every day to keep their power in check. Failure to meditate will result in a –10 penalty to all rolls involving psionics and cause their powers to only be 50% more powerful (rather than 100%). It takes 1 minute (10 rounds) for the vampire to become psionically focused and they may not decrease this time with the Psionic Meditation feat or a similar ability. There is a 50% chance that attempting to becoming psionically focused will fail regardless of the outcome of the roll. This is because the vampire is attempting to focus a vast amount of psionic energy that is continuously swirling and churning like a great maelstrom, such power is difficult to control. This percentage decreases by 5 for every Psion level the vampire has above 10, to a maximum of -50% at Psion level 20. If the vampire is not psionically focused, there is a 5% chance that when they use a Psionic power, Psi-like ability, or Supernatural Psi-Like ability, they will either fail to hold their vast psionic powers back, causing the power to act as though it were 4 manifester levels higher, had an additional 6 power points spent on it, and have all variable numeric values maximized (as the Maximize spell feat, except for powers), or they will lose control of their powers, causing a blast of psionic energy to shoot out in a random direction for 5ft per manifester level of the power. This blast deals 1 damage per manifester level of the power and stuns all creatures in its path for 1 round, reflex save for half damage and no stunning. To determine whether the power is strengthened or fizzles, roll a d6, an even number results in a strengthened power, an odd number results in a loss of control.
- Psychic Maelstrom (Psi): The vampire’s mind is a fearsome power to behold. Strong emotion may cause their mental powers to run wild and affect the world around them. Nearby glass cracking and/or shattering is common when the vampire is under the influence of strong emotions. Under extreme emotional influence, normally durable objects, such as walls or stones, may also crack and/or crumble; metallic objects will bend if not sufficiently thick (1/2 inch or less). Unprotected creatures and objects may be tossed around (as per the Telekinesis spell with a caster level equal to ½ the vampire’s manifester level. The Telekinesis produces a Violent Thrust; no other result can be generated. The direction of the thrust is entirely random). If the vampire is in danger of the true death while they are not in control of their psionic powers, a dangerous situation will develop. Should the vampire die while not in control of their psionic powers, the psychic backlash will cause adverse effects to every mind within a 20-mile radius of the vampire. Creatures of 9 or lower manifester level will die instantly with no saving throw. Creatures of 10-13 manifester level will suffer 5d10+10 damage and suffer the effects of insanity with a 50% chance of death. Creatures of 14-19 manifester level will suffer 4d8+5 damage with a 50% chance of suffering from the effects of insanity and a 10% chance of death. Creatures of 20 or higher manifester levels suffer 2d6+2 points of damage. The minds of creatures without manifester levels are ill prepared to withstand this psychic backlash, and will die instantly with no chance for a saving throw. Creatures that do not have manifester levels, have 20 or more HD suffer 4d8+5 points of damage and have a 50% chance of death. Creatures with great mental abilities, such as a Mind Flayer or another Category A Vampire, are utterly immune to this psychic backlash regardless. If the vampire dies in a null psionics field, the psychic backlash is negated, but the null psionics field is shattered. If the vampire consciously suppresses their power, all adverse effects are greatly diminished, resulting instead in a week long, mild to severe headache to all affected creatures.
- Psychic Shield (Psi): The vampire may use Telekinetic Sphere as if they were a manifester of three times their level at will. The spell is also three times as powerful and can be maintained beyond the duration, so long as the vampire concentrates on the sphere. While the vampire does this, the vampire may not cast spells, perform any action that requires concentration, or use any other abilities derived from their vampiric powers. In addition, the vampire may not move themselves or the sphere while this concentration is maintained. If the sphere is aloft when the normal duration ends and the vampire chooses to maintain it, it will fall as normal, but once it is on the ground, or if it already was, it will remain stationary and any attempt the vampire makes to move it will end the spell and stun the vampire for 1 round. To maintain it after the spell ends, the vampire must make a Concentration check every round and every time the sphere suffers damage. The DC to concentrate per round is 30, but it increased by 5 every round. The DC to concentrate when the sphere suffers damage is equal to 30 +1 for every point of damage the sphere suffered.
- Psychic Link (Ex): The vampire can affect their victims over great distances. After feeding from their target, the vampire may establish a telepathic link with the victim. The vampire may create a link with a number of creatures up to the vampire’s Intelligence Modifier, but no more. The vampire may severe a link with a creature as a standard action. If the vampire is linked with more than one creature, they may take a Full-Round Action to severe all such links. The vampire may monitor the victim’s condition and direction, and may cast spells through them, as if a Greater Status spell had been placed on them. The vampire may use Detect Thoughts on the victim at will; though the victim receives no save to resist the effects. The vampire may use Mind Probe on the victim once per day; though the victim is entitled to a Will save (DC 15 + the vampire’s intelligence modifier) to resist the effect. The vampire may switch between their own senses to that of the victim, or vice versa, as a free action once per round. The vampire can watch the world through the victim’s eyes, learning their secrets and following their footsteps (as Soul Scry, but the victim cannot resist the effect). The vampire may communicate telepathically with a creature they are linked to, but may only speak with one linked creature at a time. The target gets a chance to resist the link when the vampire first brings it to bear, and once per day thereafter. Success indicates the vampire cannot use this power on them again until the vampire has slept or 24hrs have passed (The link is not dispelled by a successful save; the vampire simply cannot use its powers on the target until the target has slept or 24hrs have passed). Being able to share the target’s thoughts can be both a good and a bad thing, as not only will the vampire know their victim’s mind, but the victim may in turn know the vampire’s mind as the Detect Thoughts spell (caster level 20). To detect the vampire’s thoughts requires the victim to succeed an Intelligence check (DC 10 + the vampire’s Int Modifier). Victims with an Intelligence score of 20 or more have the option to be able to see the vampire’s thoughts as per the Mind Probe spell (caster level 20), but with a -4 penalty to the Intelligence check. The target can make one Will save per day to be able to know the vampire’s thoughts. The vampire’s natural mental defenses (see Psychic Juggernaut) do not interfere with the victim’s attempts to see the vampire’s thoughts. This is because the link established between the vampire and the victim tricks the vampire’s mind into thinking the victim’s mind is part of the vampire’s mind. Any Power with a range of Personal that affects the victim also affects the vampire, and vice versa. This link can be removed by a Dispel Evil spell. The link counts as a 9th level enchantment (caster level 20 + the vampire’s Cha Modifier + the vampire’s Intelligence Modifier) cast by an evil creature for the purposes of determining the DC to dispel the effect. If the victim moves to a different plane than the vampire, the vampire is aware that the victim is on a different plane, but not which plane, and all actions this link would allow the vampire to take on the victim are suppressed and the victim no longer benefits from Mind-Shielding (see below) and Powers with a range of Personal no longer extend to from the vampire to the victim or vice versa; the link itself is not dispelled, the victim still gets a will save each day to remove the link, but they gain a +5 bonus to their save due to the strain being placed on the link. The vampire can issue the following commands:
- Command: The vampire can compel their target to do as the vampire pleases. The target may be reluctant to carry out dangerous instructions, but will endeavor to carry out the vampire’s orders to the best of their ability. Any task the target would be unwilling to perform, or any obviously self-destructive order, grants them a Will save with a penalty equal to ½ vampire’s Wisdom Modifier. A success means the target overwhelms the vampire’s compulsion and passes into unconsciousness for 1d4 minutes (the vampire cannot attempt to Command them again until 24hr have passed). A Protection from Evil spell, or similar spells, will not prevent the vampire from Commanding the target, but they do give the victim a bonus to their save equal to the spell level of the spell. In the case of multiple such spells in place, use the highest spell level. This ability otherwise functions as the True Domination spell, except that it may affect non-humanoids. This control cannot be overwritten by another vampire, even another Pureblood.
- Summon: The vampire can compel their victim to seek them out. The victim can make a will save against this effect. The vampire can send the victim mysterious, or nightmarish, dreams of their location (if the vampire itself does not know).
- Sleep: The target falls instantly into a deep and dreamless sleep for 3d6+10 minutes. They cannot be woken by any means during this time, although the vampire can wake them at any point with a single command.
- Talk: The vampire can overwhelm their victim’s will and speak through their mouth.
- Mind Shielding: This is not a command, but a consequence of the ability. While the link persists, the victim is immune to all mind-affecting effects unless the effect is harmless; furthermore, all such attempts to tamper with the victim’s mind are violently turned, causing the offender to be affected by the vampire’s Psychic Juggernaut ability; at the same time, the victim is immune to the vampire’s Psychic Juggernaut ability (this is because the vampire’s and victim’s minds are linked, so the vampire’s natural mental defenses register the victim’s mind as the vampire’s mind, rather than as an intruding force). If the vampire relaxes its mental defenses, the victim loses this protection. If a creature establishes a telepathic bond with the victim, they also establish a telepathic bond with the vampire.
- Telepathy (Psi): May communicate Telepathically with any creature that has language within a 1 mile radius will. The vampire may use this ability while using Mask of Mortality.
- Note: Anthotis vampires may augment their own psi-like abilities (if applicable). Augmenting their psi-like abilities draws from their power point reserve as normal.
Aundae
- This bloodline enhances a vampire’s magical potency. While not as physically imposing as some of the other bloodlines, they are gifted spellcasters. If someone is turned into an Aundae vampire and they do not have an arcane spellcaster class (wizard, sorcerer, etc…) then they will automatically gain the arcane spellcaster class of their sire as if they were a multi-class user (if their sire has more than one arcane spellcaster class, the sire chooses which one to bestow upon its child). Aundae vampires have very potent magic, but their minds are cursed (or gifted) with madness. Some Aundae vampires may become unusually paranoid, while others might experience hallucinations, or homicidal urges. The madness may not necessarily manifest right away. It might take years or even decades to manifest, perhaps requiring a trigger before the vampire’s insanity manifests. This delayed madness usually requires some form of trigger, such as the vampire being in an extremely emotionally stressful situation or their first Frenzy. While this madness can range anywhere from a slight neurosis, to a split personality, to a complete loss of touch with reality, there will always be at least a touch of madness. In any case, the madness will never cause the vampire to become unable to cast spells.
Notes: I personally recommend the source book The Lords of the Night: Liches, written by Bottled Imps, for a good list of insanities that the vampire might suffer from.
- Category C Vampires:
- +2 to Int
- +2 racial bonus to Knowledge (arcana), and Spellcraft checks
- Experience requirements to gain levels in the Wizard (or specialized Wizard) class is reduced by 10%
- Gain the feat: Combat Casting, Iron Will, Magical Aptitude, Spell Focus (A number of times equal to the vampire’s Charisma Modifier)
- Inner Magicka (Ex): The vampire gains 2 extra spell slots for each spell level in each arcane spellcasting class it has. These extra spell slots apply to prepared and spontaneous arcane spellcasting classes. These extra spell slots apply to spell levels the vampire has yet to achieve, but they cannot be used until the vampire can normally cast spells of said level.
- Potent Magicka (Su): While using arcane spells, the vampire gains a +4 bonus on opposed caster level checks and checks made to overcome energy and spell resistance. The vampire’s arcane spells are 25% more powerful.
- Psychotic Insight (Su): The curse of vampirism has expanded the vampire’s mind into the realm of that which has yet to come to pass. The vampire has visions of the future or gains sudden insight and/or knowledge of something, though it sees these visions through the lense of a shattered psyche. This ability works as the Precognition or Divination spell, depending on the strength and/or nature of the vision. No outside entity grants the vampire this knowledge, the vampire gleens this knowledge soley on its own. The vampire has no control over this ability, but the visions will always be useful to the vampire in some way. Examples of things the vampire may learn are a warning of a plot on their unlife, a hint or partial answer to a question the vampire has, the answer to a riddle the vampire will be asked in the near future, or insight into a rival’s plans. The vampire may not necessarily know the significance of what they have learned until they need to use the knowledge they have gained. This is the source of the ability of Aundae vampires to know things they shouldn’t know. The DM should not be stingy with visions and insight, but neither should they be too generous. The PC should also keep in mind that their character is insane, and may not necessarily use the knowledge in an appropriate manner. The higher the vampire’s Generation, the stronger and clearer the visions/insight will be.
- Aundae Hypnosis (Su): The vampire may use this ability a number of times per day equal to their Age + their Charisma Modifier, to a minimum of 1 use per day. This is a Gaze Attack that only affects living creatures. Targets are allowed a will save to resist. Targets with more HD than the vampire are immune to this ability. If the target fails its save, the vampire chooses one of the following effects:
- Fall asleep as per the Sleep spell, but with double duration.
- Be affected as per the Hypnotism spell.
- Ignore the caster and their companions and any actions they perform. The affected creature will not even remember encountering the caster or their companions. If any action is performed on the target or the target’s companions the effect immediately ends. Otherwise, same as Cloud Mind.
- Be dominated as per the Dominate Monster spell.
- Category B Vampires:
- +4 to Int
- +4 racial bonus to Knowledge (arcana), and Spellcraft checks
- Experience requirements to gain levels in the Wizard (or specialized Wizard) class is reduced by 20%
- Gain the feats: Combat Casting, Eschew Materials, Greater Spell Focus (3 times), Iron Will, Magical Aptitude, Spell Penetration, Silent Spell, Spell Focus (A number of times equal to the vampire’s Charisma Modifier + 3)
- Inner Magicka (Ex): The vampire gains 4 extra spell slots for each spell level in each arcane spellcasting class it has. These extra spell slots apply to prepared and spontaneous arcane spellcasting classes. These extra spell slots apply to spell levels the vampire has yet to achieve, but they cannot be used until the vampire can normally cast spells of said level.
- Potent Magicka (Su): While using arcane spells, the vampire gains a +6 bonus on opposed caster level checks and checks made to overcome energy and spell resistance. The vampire’s arcane spells are 50% more powerful.
- Psychotic Insight (Su): The curse of vampirism has expanded the vampire’s mind into the realm of that which has yet to come to pass. The vampire has visions of the future or gains sudden insight and/or knowledge of something, though it sees these visions through the lense of a shattered psyche. This ability works as the Precognition or Divination spell, depending on the strength and/or nature of the vision. No outside entity grants the vampire this knowledge, the vampire gleens this knowledge soley on its own. The vampire has no control over this ability, but the visions will always be useful to the vampire in some way. Examples of things the vampire may learn are a warning of a plot on their unlife, a hint or partial answer to a question the vampire has, the answer to a riddle the vampire will be asked in the near future, or insight into a rival’s plans. The vampire may not necessarily know the significance of what they have learned until they need to use the knowledge they have gained. This is the source of the ability of Aundae vampires to know things they shouldn’t know. The DM should not be stingy with visions and insight, but neither should they be too generous. The PC should also keep in mind that their character is insane, and may not necessarily use the knowledge in an appropriate manner. The higher the vampire’s Generation, the stronger and clearer the visions/insight will be.
- Aundae Hypnosis (Su): The vampire may use this ability a number of times per day equal to 3 + their Age + their Charisma Modifier, to a minimum of 4 uses per day. This is a Gaze Attack that only affects living creatures. Targets are allowed a will save to resist. Targets with more HD than the vampire are immune to this ability. If the target fails its save, the vampire chooses one of the following effects:
- Fall asleep as per the Sleep spell, but with double duration.
- Be affected as per the Hypnotism spell.
- Ignore the caster and their companions and any actions they perform. The affected creature will not even remember encountering the caster or their companions. If any action is performed on the target or the target’s companions the effect immediately ends. Otherwise, same as Cloud Mind.
- Be dominated as per the Dominate Monster spell.
- Category A Vampires:
- +8 racial bonus to Knowledge (arcana), and Spellcraft checks
- Do not innately suffer from insanity (though they tend to go at least a little crazy over time anyway)
- Experience requirements to gain levels in the Wizard class is reduced by 50%
- Gain the feats: Bonus Domain (Magic), Combat Casting, Eschew Materials, Epic Spell Penetration, Epic Will, Ignore Material Components, Greater Spell Focus (All Schools and Sub-Schools), Greater Spell Penetration, Iron Will, Magical Aptitude, Quicken Spell, Still Spell, Silent Spell, Spell Penetration, Spell Focus (All Schools and Sub-Schools)
- Inner Magicka (Ex): The vampire gains 10 extra spell slots for each spell level in each arcane spellcasting class it has. These extra spell slots apply to prepared and spontaneous arcane spellcasting classes. These extra spell slots apply to spell levels the vampire has yet to achieve, but they cannot be used until the vampire can normally cast spells of said level.
- Potent Magicka (Su): While using arcane spells, the vampire gains a +10 bonus on opposed caster level checks and checks made to overcome energy and spell resistance. The vampire’s arcane spells are 100% more powerful.
- Psychotic Insight (Su): The curse of vampirism has expanded the vampire’s mind into the realm of that which has yet to come to pass. The vampire has visions of the future or gains sudden insight and/or knowledge of something, though it sees these visions through the lense of a shattered psyche. This ability works as the Precognition or Divination spell, depending on the strength and/or nature of the vision. No outside entity grants the vampire this knowledge, the vampire gleens this knowledge soley on its own. The vampire has no control over this ability, but the visions will always be useful to the vampire in some way. Examples of things the vampire may learn are a warning of a plot on their unlife, a hint or partial answer to a question the vampire has, the answer to a riddle the vampire will be asked in the near future, or insight into a rival’s plans. The vampire may not necessarily know the significance of what they have learned until they need to use the knowledge they have gained. This is the source of the ability of Aundae vampires to know things they shouldn’t know. The DM should not be stingy with visions and insight, but neither should they be too generous. Although Purebloods are not inherently insane, their thought patterns, the way they think, is aberrant compared to living creatures or other vampires, and so may react in an unexpected and unpredictable way. The higher the vampire’s Generation, the stronger and clearer the visions/insight will be.
- Aundae Hypnosis (Su): The vampire may use this ability at will. This is a Gaze Attack that only affects living creatures. Targets are allowed a will save to resist. Targets with more HD than the vampire are immune to this ability. If the target fails its save, the vampire chooses one of the following effects:
- Fall asleep as per the Sleep spell, but with double duration.
- Be affected as per the Hypnotism spell.
- Ignore the caster and their companions and any actions they perform. The affected creature will not even remember encountering the caster or their companions. If any action is performed on the target or the target’s companions the effect immediately ends. Otherwise, same as Cloud Mind.
- Be dominated as per the Dominate Monster spell.
- Category A Vampires have Spell Focus and Greater Spell Focus for all schools and sub-schools. To determine the DC bonus for a given spell, add up all the sub-schools and the school of the spell and multiply that number by 2.
- Example: When a Category A Vampire casts Cause Fear, the DC is 10 (Base DC) + 1 (Spell Level) + 2 (Greater Spell Focus for Necromancy School) + 2 (Greater Spell Focus for Fear Sub-School) + 2 (Greater Spell Focus for Mind-Affecting Sub-School) + the vampire’s Intelligent Modifier.
Berne
- This bloodline focuses on stealth, speed, and assassination. Coincidently, Berne vampires make excellent thieves and assassins. If someone is turned and they do not have the rouge class, they will automatically gain this class as if they were a multi-class user. Berne vampires more easily learn the Shadow Dash ability.
- Category C Vampires:
- +2 Dex
- +2 bonus to rear attack
- +2 to initiative rolls
- +4 bonus to Ref saving throws
- +1d6 damage bonus to Sneak Attack
- +4 racial bonus to Tumble, Disguise, Hide, Spot, Jumping, Disable Device, Open Lock, Disguise, Escape Artist, Forgery, Gather Information, Search, Sleight of Hand, Use Rope, Bluff, Move Silently, and Balance checks
- Gain the feats: Acrobatic, Agile, Athletic
- May Hide in Plain Sight
- Experience requirements to gain levels in rouge and assassin classes are reduced by 10%
- All base movement rates are increased by 50% (this includes all permanent bonuses to movement rate, such as Epic Speed or a Barbarian’s Fast Movement and is added after calculating the vampire’s base land speed (example: a Category C human vampire has a base land speed of 45ft because it gains a 50% bonus to its base land speed just for being a Category C Vampire, because it is a berne vampire, its new speed is 45 x 1.5 (or an additional 50% of its new speed), totaling in 67.5ft rounded up, being 68ft))
- Venomous Bite (Ex): The vampire’s body naturally produces a deadly venom but only enough to be used once per day. The wound where the poison is injected will itch intensely, inflicting a -2 penalty to Concentration Checks for 24hrs regardless of saving throws. Bite attack, Fortitude save at -2 penalty, initial 1d6 Con Damage, secondary 2d6 Con damage and paralyzed for 1hr. Creatures paralyzed by this venom typically twitch and foam at the mouth, their eyes may roll back.
- Category B Vampires:
- +4 to Dex
- +4 to initiative rolls
- +6 bonus to Ref saving throws
- +2d6 damage bonus to Sneak Attack
- +8 racial bonus to Tumble, Disguise, Hide, Spot, Jumping, Disable Device, Open Lock, Escape Artist, Forgery, Gather Information, Search, Sleight of Hand, Use Rope, and Bluff, Move Silently, Balance checks
- Gain the feats: Acrobatic, Agile, Athletic, Fleet of Foot, Nimble Fingers, Mobility, Flick of the Wrist, Point-Blank Shot, Quick Draw
- May use Pass without Trace as a spell-like ability once per day
- May Hide in Plain Sight
- Experience requirements to gain levels in rouge and assassin classes are reduced by 20%
- All movement rates are doubled (this includes all permanent bonuses to movement rate, such as Epic Speed or a Barbarian’s Fast Movement)
- Venomous Bite (Ex): The vampire’s body naturally produces a deadly venom but only enough to be used three times per day. The wound where the poison is injected will dry out, becoming cracked and it will itch intensely, inflicting a -4 penalty to Concentration Checks for 24hrs regardless of saving throws. Bite attack, Fortitude save at -4 penalty, initial 2d4 Con Damage, secondary 3d6 Con damage and paralyzed for 6hrs. Creatures paralyzed by this venom typically twitch and foam at the mouth, their eyes may roll back.
- Category A Vampires:
- Experience requirements to gain levels in rouge and assassin classes are reduced by 50%
- +4 bonus to rear attack
- +10 bonus to Ref saving throws
- +8 to initiative rolls
- +4d6 damage bonus to Sneak Attack
- May Hide in Plain Sight
- +10 racial bonus to Tumbling, Jumping, Disable Device, Open Lock, Escape Artist, Forgery, Gather Information, Search, Sleight of Hand, Use Rope, Bluff, Move Silently and Balance checks
- The vampire receives a +10 racial bonus to Disguise checks ONLY if they are disguising someone else. Any being who attempts to disguise a Category A Vampire (including the vampire themselves) suffers a -10 circumstance penalty due to the vampire's sheer physical beauty
- Gain the feats: Acrobatic, Agile, Athletic, Blinding Speed, Cloak Dance, Deft Hands, Epic Dodge, Mobility, Epic Reflexes, Eye in the Back of Your head, Nimble Fingers, Epic Speed, Fleet of Foot, Flick of the Wrist, Hidden Step, Preternatural Speed, Quicker than the Eye, Quick Draw, Superior Initiative
- The vampire is treated as always being under the effects of Pass without Trace (caster level 20). The vampire may choose to leave a trail
- All base movement rates are quadrupled (this includes all permanent bonuses to movement rate, such as Epic Speed or a Barbarian’s Fast Movement)
- Venomous Bite (Ex): The vampire’s body naturally produces an extremely deadly venom. The vampire’s body rapidly reproduces this venom whenever it is used, and so the vampire may use this ability at will. The wound where the poison is injected will dry out, becoming cracked, it will itch and burn intensely, inflicting a -8 penalty to Concentration Checks for 24hrs regardless of saving throws. Bite attack, Fortitude save at -8 penalty, initial 3d6 Con Damage and Fortitude save (without penalty) or become paralyzed for 3d6 hrs, secondary death. If the target succeeds their secondary save they suffer an additional 3d6 Con Damage (which may kill them anyway) and are paralyzed for 24hrs, new Fortitude save (without penalty) for half damage and avoid paralysis. Creatures paralyzed by this venom typically twitch and foam at the mouth, their eyes may roll back.
Bonsamu
- This bloodline is considered to be one of the weaker bloodlines but at the same time, they are feared by the living far and wide. Bonsamu vampires have the ability to turn invisible at will, clearly a useful power in many a circumstance.
- Category C Vampires:
- +2 to Str and Dex
- Continuously under the effects of See Invisibility
- May use Invisibility as a supernatural ability a number of times per day equal to the vampire’s Charisma Modifier +3. The vampire may only use this ability on itself
- Category B Vampires:
- +2 to Str and Dex
- Continuously under the effects of See Invisibility
- May use Invisibility as a supernatural ability a number of times per day equal to the vampire’s Charisma Modifier +6. The vampire may only use this ability on itself
- May use Greater Invisibility 6 times per day as a spell-like ability. The invisibility lasts 5 rounds/caster level, instead of 1 round/caster level. The vampire may only use this ability on itself
- Category A Vampires:
- May use Invisibility as a supernatural ability at will. The vampire may only use this ability on itself
- May use Greater Invisibility 12 times per day as a spell-like ability. The invisibility lasts 1 minute/caster level, instead of 1 round/caster level. The vampire may only use this ability on itself
- May use Invisibility Sphere 6 times per day as a spell-like ability.
- May use Superior Invisibility once per day as a spell-like ability. The vampire may only use this ability on itself
Egnana
- Commonly known as Ash Vampires, this bloodline focuses on the raw destructive powers of death and decay. Egnana vampires inherit the cold heartlessness and cruelty of undeath; more, they inherit the anathema that undeath presents to nature. They leave a trail of decay wherever they go, and delight in the corruption of nature. Particularly malevolent Egnana vampires seek out beings who revere nature, such as Druids or Rangers, and afflict them with their vampiric curse, cutting them off from the thing they love. Egnana vampires do not draw power from nature, their power comes from the necromantic energies flowing within them. Closely related to the Garlythi bloodline, Egnana vampires share a special kinship with them, though the Garlythi, like most other bloodlines, consider the Egnana monsters even by vampire standards. Egnana vampires likewise share a special kinship with the Yekef bloodline. Yekef vampires appreciate the Egnana more than the other bloodlines do. Whether they want to or not, Egnana vampires feel joy when witnessing the pain and suffering of others, or the corruption of something that is wholesome and good. Those Egnana that fall into the malevolent nature of their bloodline are truly monstrous. Egnana feel little by way of emotion, preferring to rely on pure logic instead, the pain of others is often the only way they feel joy. They have a taste for Liquid Pain, and some Egnana vampires often have this substance mixed with the blood they drink. Egnana especially delight in physiological torture. Egnana vampires have dark or ashen flesh and pale, narrow black eyes. They are either bald or have very fine white or black hair. They exhale wisps of ash and dust when they speak and their eyes burn like embers at all times. If someone is turned and they do not have the Druid class, then they gain the Druid class as if they were a multi-class user.
- Category C Vampires:
- Experience requirements to gain levels in the Druid class is reduced by 10%
- +2 to Str and Int
- +4 racial bonus to Bluff, Concentrate, and Intimidate checks
- Gain Damage Reduction 10/(holy, +2, anti-vampire). This replaces the damage reduction that all Category C Vampires possess
- Natural Attacks count as +2 weapons for the purpose of overcoming damage reduction
- Gain a Slam Attack that deals damage according to the vampire’s size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6). This slam attack is the vampire’s primary natural weapon. Its claw attacks become secondary natural weapons.
- May Wildshape into dire animals. The vampire must still meet the appropriate wildshape size requirements. Example: the vampire must be at least a level 8 Druid to wildshape into a Dire Bear, since the Dire Bear is a Large animal
- May Wildshape an additional 2 times per day. This only applies to animal or dire animal wildshaping. It does not apply to other wildshaping, such as elemental
- May use Inflict Moderate Wounds as a spell-like ability 3 times per day
- May use Recall Agony and Death Knell as spell-like abilities once per day
- Gain the feats: Multiattack
- Power of Agony (Ex): The vampire has a taste for Agony, also known as Liquid Pain. They may ingest Agony as a drug like a living creature. The vampire is affected by Agony differently than other creatures, as described below. The vampire cannot become addicted to Agony.
- Initial Effect: The vampire heals 3d6 hitpoints.
- Seconday Effect: The vampire gains a 1d4+1 enchantment bonus to Strength, Dexterity, and Charisma for 1hr.
- Side Effect: The vampire has feelings of intense pleasure for 2d4hrs.
- Overdose: Nothing, the extra dose is wasted.
- Enfeebling Touch (Su): The vampire may deliver a charge of negative energy on their target upon a successful slam attack. This ability acts as a Ray of Enfeeblement spell, except it is delivered as a melee touch attack, not a ranged touch attack, and its effects stack on consecutive strikes. No matter how many times the target is struck, its strength cannot be reduced below 1. The vampire may only use this power once per round and cannot use it during the same round they use Ash Disintegration. The target entitled to a Fortitude save to resist the effects and spell resistance still applies. If the creature is protected from negative energy, they are immune to this ability.
- Ash Disintegration (Su): The vampire can use their slam attack to deliver a powerful disintegration effect (the vampire may also deliver this attack if they are in physical contact with a creature of object). Against living beings, Ash Disintegration deals 2d6 damage. Against standard objects it works as per the rusting grasp spell (caster level equal to the vampire’s), only it affects any object, living or inanimate. The vampire can only use this power once per round. A creature or object that makes a successful Fortitude save receives only half damage. Damage dealt by this power can only be restored through curative magic (cure moderate wounds or better) by a cleric of 5th level or greater; otherwise, wounds heal naturally at half normal rate.
- Ash Woe (Ex): Ash Woe is a disease that can be spread by the vampire’s Ash Disintegration attack. This disease constricts the muscles, robing a creature of its mobility and strength. There is only a 30% chance that the creature will be afflicted by Ash Woe upon being struck by the vampire’s attack, and the creature is entitled to a DC 14 Fortitude save to resist the disease. Symptoms of Ash Woe are intense coughing fits, shortness of breath, muscle cramps, and aching joints. The incubation period is 1d3 days, after which the creature suffers 1d3 Dexterity and Strength damage. A Remove Disease spell (or similar effect) with a caster level of at least 5 will remove the disease.
- Decrepit Gaze (Su): The vampire does not have the ability to charm as a gaze attack and gains Decrepit Gaze in its place. The vampire is constantly under the effects of an Eyebite spell, but with a +2 bonus to the caster level. This power is delivered as a gaze attack; merely looking at a creature is not enough to affect them. Creatures may attempt to avoid the gaze attack as normal. A successful Dispel Evil spell suppresses this power for 2d4 rounds.
- Shape of Ash (Su): The vampire can transform into a swirling cloud of dust and ash as a move action. They can reform as a move action. The ash cloud takes up the same space as the vampire. While in ash form, they have a movement rate of 20 ft. (perfect) and are immune to physical attacks (although they can be turned - but not destroyed). The ash is almost impossible to destroy. If it is separated, scattered or blown apart, the vampire reforms from the greatest portion of ash, the rest becomes non-magical.
- Aura of Decay (Su): The vampire radiates an aura of death and decay in a 10ft radius. This aura causes plants to wither and die, milk curdles, wood rots, corpses rapidly decompose, as well as similar phenomena, leaving a trail of decay wherever the vampire goes; thus allowing them to be tracked with relative ease. Nothing grows within this aura. Animals and Plant-like creatures with 1 HD or less die instantly with no saving. This aura emulates the effect a Waves of Fatigue spell. A creature who succeeds their save verses the fatigue effect is immune to this aura for 24hrs. The vampire’s coffin, if any, is unaffected by this aura.
- Blight (Su): The vampire drains the vitality from the land around it. This draining does not destroy, it utterly corrupts. Plants will blacken, growing thorns and barbs. Trees and lush foliage will fester and rot. While this power is always active, blighting everything within 5ft of the vampire (this is suppressed while the vampire is using Mask of Mortality), active use will give it strength. Once per day, the vampire can draw life energy from the wilderness. Flora in a 5-ft radius per point of Cha Modifier of the vampire is afflicted by the blight effect. It withers and rots the vegetation within the area. If there is no ‘vital’ energy in the area of effect, this power has no effect. This power grants the vampire a +1 bonus to attack rolls, saving throws, and AC, and restores 1d4 hitpoints for every for each point of Cha Modifier of the vampire. This effect lasts for a number of rounds equal to the vampire’s Cha Modifier (the healing effect happens only once). If there are plant-like creatures in the area, the bonuses are doubled, as the plant-like creatures are afflicted with the blight effect. They gain a Will save against this effect. Failure results in the plant-like creatures suffering 1d4 + the vampire’s Cha Modifier in damage.
- Death State (Ex): Egnana vampires are very hard to kill. If reduced to 0 hitpoints, they turn into ash as per their Shape of Ashes ability. In 1 hour, they transform into inert dust where they reform 3d4 days later. They are not aware of their surroundings while in this state, but they may still perform mental actions, so long as those mental actions do not affect the outside world. If the vampire is reduced to 0 hitpoints by sunlight or anti-vampire damage, or if they are exposed to direct natural sunlight while they are in their Death State, they are truly destroyed and this ability is rendered ineffectual. The only way to destroy the vampire while they are in this state is either to expose them to natural sunlight or bury them in holy ground. Creatures slain by this power are turned to ash as though they were disintegrated.
- Unbound Anathema (Ex): The vampire is certainly not a natural force meant to emulate nature. Its very existence is anathemic to nature, so it is not as restricted as a normal Druid. The vampire may use metallic equipment without loser its druid powers and its alignment does not have to be Neutral on either axis.
- Telltale Sign (Ex): The vampire’s telltale sign is its Blight ability.
- Category B Vampires:
- Experience requirements to gain levels in the Druid class is reduced by 20%
- +2 to Str
- +3 to Int
- +6 bonus to Bluff checks
- Gain Damage Reduction 15/(holy, +4, anti-vampire). This replaces the damage reduction that all Category B Vampires possess
- Natural Attacks count as +4 weapons for the purpose of overcoming damage reduction
- Gain a Slam Attack that deals damage according to the vampire’s size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6) This slam attack is the vampire’s primary natural weapon. Its claw attacks become secondary natural weapons.
- May Wildshape into dire animals
- May Wildshape an additional 4 times per day. This only applies to animal or dire animal wildshaping. It does not apply to other wildshaping, such as elemental
- May use Recall Agony as if it had been invested with 2 additional points as a supernatural ability 3 times per day
- May use Inflict Critical Wounds as a spell-like ability 6 times per day
- May use Death Knell as a supernatural ability 3 times per day
- Gain the feat: Multiattack
- Power of Agony (Ex): The vampire has a taste for Agony, also known as Liquid Pain. They may ingest Agony as a drug like a living creature. The vampire is affected by Agony differently than other creatures, as described below. The vampire cannot become addicted to Agony.
- Initial Effect: The vampire heals 5d6 hitpoints.
- Seconday Effect: The vampire gains a +5 enchantment bonus to Strength, Dexterity, and Charisma for 2hrs.
- Side Effect: The vampire has feelings of intense pleasure for 2d4hrs.
- Overdose: Nothing, the extra dose is wasted.
- Enfeebling Touch (Su): The vampire may deliver a charge of negative energy on their target upon a successful slam attack. This ability acts as a Ray of Enfeeblement spell, except it is delivered as a melee touch attack, not a ranged touch attack, and its effects stack on consecutive strikes. No matter how many times the target is struck, its strength cannot be reduced below 1. The vampire may only use this power once per round and cannot use it during the same round they use Ash Disintegration. The target entitled to a Fortitude save at a -3 penalty to resist the effects and spell resistance still applies. If the creature is protected from negative energy, they are immune to this ability.
- Ash Disintegration (Su): The vampire can use their slam attack to deliver a powerful disintegration effect (the vampire may also deliver this attack if they are in physical contact with a creature of object). Against living beings, Ash Disintegration deals 3d6 damage. Against standard objects it works as per the rusting grasp spell (caster level equal to the vampire’s), only it affects any object, living or inanimate. The vampire can only use this power once per round. A creature or object that makes a successful Fortitude save receives only half damage. Damage dealt by this power can only be restored through curative magic (cure critical wounds or better) by a cleric of 10th level or greater; otherwise, wounds heal naturally at half normal rate. Creatures slain by this power are turned to ash as though they were disintegrated. The vampire cannot use this power the same round it uses its Enfeebling Touch power.
- Ash Woe (Ex): Ash Woe is a disease that can be spread by the vampire’s Ash Disintegration attack. This disease constricts the muscles, robing a creature of its mobility and strength. There is only a 40% chance that the creature will be afflicted by Ash Woe upon being struck by the vampire’s attack, and the creature is entitled to a DC 16 Fortitude save to resist the disease. Symptoms of Ash Woe are intense coughing fits, shortness of breath, muscle cramps, and aching joints. The incubation period is 1d3 days, after which the creature suffers 1d4 Dexterity and Strength damage. A Remove Disease spell (or similar effect) with a caster level of at least 8 will remove the disease.
- Shape of Ash (Su): The vampire can transform into a swirling cloud of dust and ash as a move action. They can reform as a move action. The ash cloud takes up the same space as the vampire. While in ash form, they have a movement rate of 30 ft. (perfect) and are immune to physical attacks (although they can be turned - but not destroyed). The ash is almost impossible to destroy. If it is separated, scattered or blown apart, the vampire reforms from the greatest portion of ash, the rest becomes non-magical.
- Decrepit Gaze (Su): The vampire does not have the ability to charm as a gaze attack and gains Decrepit Gaze in its place. The vampire is constantly under the effects of an Eyebite spell, but with a +4 bonus to the caster level. This power is delivered as a gaze attack; merely looking at a creature is not enough to affect them. Creatures may attempt to avoid the gaze attack as normal. A successful Dispel Evil spell suppresses this power for 1d4 rounds.
- Aura of Decay (Su): The vampire radiates an aura of death and decay in a 20ft radius. This aura causes plants to wither and die, milk curdles, wood rots, corpses rapidly decompose, as well as similar phenomena, leaving a trail of decay wherever the vampire goes; thus allowing them to be tracked with relative ease. Nothing grows within this aura. Animals and Plant-like creatures with 2 HD or less die instantly with no saving. This aura emulates the effect of a Waves of Fatigue spell. A creature who succeeds their save verses the fatigue effect is immune to this aura for 24hrs. The vampire’s coffin, if any, is unaffected by this aura. This ability is suppressed while the vampire is using Mask of Mortality.
- Blight (Su): The vampire drains the vitality from the land around it. This draining does not destroy, it utterly corrupts. Plants will blacken, growing thorns and barbs. Trees and lush foliage will fester and rot. While this power is always active, blighting everything within 10ft of the vampire (this is suppressed while the vampire is using Mask of Mortality), active use will give it strength. 3 times per day, the vampire can draw life energy from the wilderness. Flora in a 10-ft radius per point of Cha Modifier of the vampire is afflicted by the blight effect. It withers and rots the vegetation within the area. If there is no ‘vital’ energy in the area of effect, this power has no effect. This power grants the vampire a +2 bonus to attack rolls, saving throws, and AC, and restores 2d4 hitpoints for every for each point of Cha Modifier of the vampire. This effect lasts for a number of rounds equal to the vampire’s Cha Modifier x2 (the healing effect happens only once). If there are plant-like creatures in the area, the bonuses are doubled, as the plant-like creatures are afflicted with the blight effect. They gain a Will save against this effect. Failure results in the plant-like creatures suffering 2d4 + the vampire’s Cha Modifier in damage.
- Death State (Ex): Egnana vampires are very hard to kill. If reduced to 0 hitpoints, they turn into ash as per their Shape of Ashes ability. In 2 hours, they transform into inert dust where they reform 2d4 days later. They are not aware of their surroundings while in this state, but they may still perform mental actions, so long as those mental actions do not affect the outside world. If the vampire is reduced to 0 hitpoints by sunlight or anti-vampire damage, or if they are exposed to direct natural sunlight while they are in their Death State, they are truly destroyed and this ability is rendered ineffectual. The only way to destroy the vampire while they are in this state is either to expose them to natural sunlight or bury them in holy ground.
- Unbound Anathema (Ex): The vampire is certainly not a natural force meant to emulate nature. Its very existence is anathemic to nature, so it is not as restricted as a normal Druid. The vampire may use metallic equipment without loser its druid powers and its alignment does not have to be Neutral on either axis.
- Telltale Sign (Ex): The vampire’s telltale sign is its Blight ability.
- Category A Vampires:
- Experience requirements to gain levels in the Druid class is reduced by 50%
- Gain a Slam Attack that deals damage according to the vampire’s size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6). This slam attack is a secondary natural weapon.
- May Wildshape into dire animals
- May Wildshape an additional 6 times per day. This only applies to animal or dire animal wildshaping. It does not apply to other wildshaping, such as elemental
- May use Recall Agony as if it had been invested with 6 additional points as a supernatural ability at will
- May use Death Knell, and Inflict Critical Wounds as supernatural abilities at will
- May use Circle of Death as a supernatural ability once per day
- May use Wave of Pain and Wrack as spell-like abilities at will
- Gain the feats: Bonus Domain (Pain), Multiattack, Improved Multiattack
- Power of Agony (Ex): The vampire has a taste for Agony, also known as Liquid Pain. They may ingest Agony as a drug like a living creature. The vampire is affected by Agony differently than other creatures, as described below. The vampire cannot become addicted to Agony.
- Initial Effect: The vampire heals 10d6 hitpoints.
- Seconday Effect: The vampire gains a +10 enchantment bonus to Strength, Dexterity, and Charisma for 4hrs.
- Side Effect: The vampire has feelings of intense pleasure for 2d4hrs.
- Overdose: Nothing, the extra dose is wasted.
- Enfeebling Touch (Su): The vampire may deliver a charge of negative energy on their target upon a successful slam attack. This ability acts as a Ray of Enfeeblement spell, except it is delivered as a melee touch attack, not a ranged touch attack, and its effects stack on consecutive strikes. No matter how many times the target is struck, its strength cannot be reduced below 1. The vampire may only use this power once per round and cannot use it during the same round they use Ash Disintegration. The target entitled to a Fortitude save at a -6 penalty to resist the effects and spell resistance still applies. If the creature is protected from negative energy, they are immune to this ability.
- Ash Disintegration (Su): The vampire can use their slam attack to deliver a powerful disintegration effect (the vampire may also deliver this attack if they are in physical contact with a creature of object). Against living beings, Ash Disintegration deals 5d8 damage. Against standard objects it works as per the Rusting Grasp spell, only it affects any object, living or inanimate. The vampire can use this power once per round and cannot use it during the same round they use Enfeebling Touch. A creature or object that makes a successful Fortitude save receives only half damage. Damage dealt by this power can only be restored through powerful curative magic (Heal or better) by a cleric of 20th level or greater; otherwise, wounds heal naturally at half normal rate. Creatures slain by this power are turned to ash as though they were disintegrated.
- Ash Woe (Ex): Ash Woe is a disease that can be spread by the vampire’s Ash Disintegration attack. This disease constricts the muscles, robing a creature of its mobility and strength. There is only a 50% chance that the creature will be afflicted by Ash Woe upon being struck by the vampire’s attack, and the creature is entitled to a DC 20 Fortitude save to resist the disease. Symptoms of Ash Woe are intense coughing fits, shortness of breath, muscle cramps, and aching joints. The incubation period is 1d3 days, after which the creature suffers 1d6 Dexterity and Strength damage. A Remove Disease spell (or similar effect) with a caster level of at least 10 will remove the disease.
- Shape of Ash (Su): The vampire can transform into a swirling cloud of dust and ash as a move action. They can reform as a move action. The ash cloud takes up the same space as the vampire. While in ash form, they have a movement rate of 40 ft. (perfect) and are immune to physical attacks. The ash is almost impossible to destroy. If it is separated, scattered or blown apart, the vampire reforms from the greatest portion of ash, the rest becomes non-magical.
- Decrepit Gaze (Su): The vampire may use the Eyebite spell as a gaze attack. The spell has a +8 bonus to the caster level. This power is delivered as a gaze attack; merely looking at a creature is not enough to affect them. Creatures may attempt to avoid the gaze attack as normal. A successful Dispel Evil spell suppresses this power for 1 round.
- Aura of Decay (Su): The vampire can radiate an aura of death and decay in a 30ft radius. This aura causes plants to wither and die, milk curdles, corpses rapidly decompose, wood rots, as well as similar phenomena. Nothing grows within this aura. Animals and Plant-like creatures with 5 HD or less die instantly with no saving. This aura emulates the effect a Waves of Exhaustion spell. A creature that succeeds their saving verses the exhaustion effect is fatigued for 2d4 minutes but is otherwise immune to this power for 24hrs. The vampire’s coffin, if any, is unaffected by this aura. The vampire may resume or suppress this aura as a free action at will.
- Blight (Su): The vampire drains the vitality from the land around it. This draining does not destroy, it utterly corrupts. Plants will blacken, growing thorns and barbs. Trees and lush foliage will fester and rot. While this power is always active, blighting everything within 20ft of the vampire (this is suppressed while the vampire is using Mask of Mortality), active use will give it strength. At will, the vampire can draw life energy from the wilderness. Flora in a 20-ft radius per point of Cha Modifier of the vampire is afflicted by the blight effect. It withers and rots the vegetation within the area. If there is no ‘vital’ energy in the area of effect, this power has no effect. This power grants the vampire a +5 bonus to attack rolls, saving throws, and AC, and restores 3d6 hitpoints for each point of Cha Modifier of the vampire. This effect lasts for a number of rounds equal to the vampire’s Cha Modifier x5 (the healing effect happens only once). If there are plant-like creatures in the area, the bonuses are doubled, as the plant-like creatures are afflicted with the blight effect. They may make a Will save against this effect. Failure results in the plant-like creatures suffering 4d6 + the vampire’s Cha Modifier in damage. Finally, all water in the area is affected as though by a Befoul spell.
- Death State (Ex): If reduced to 0 hitpoints, the vampire may turn into ash as per their Shape of Ashes ability, if they do not, they turn into Gaseous Form as described in the Keerilth bloodline. In 4 hours, they transform into inert dust where they reform 1d4 days later. They are not aware of their surroundings while in this state , but they may still perform mental actions, so long as those mental actions do not affect the outside world. If the vampire is reduced to 0 hitpoints by sunlight or anti-vampire damage, or if they are exposed to direct natural sunlight while they are in their Death State, they are truly destroyed and this ability is rendered ineffectual. The only way to destroy the vampire while they are in this state is either to expose them to natural sunlight or bury them in holy ground.
- Unbound Anathema (Ex): The vampire is certainly not a natural force meant to emulate nature. Its very existence is anathemic to nature, so it is not as restricted as a normal Druid. The vampire may use metallic equipment without loser its druid powers and its alignment does not have to be Neutral on either axis.
- Telltale Sign (Ex): The vampire’s telltale sign is its Blight ability.
Fekkir
- When Lamae Bal rose as the first vampire, she was shrouded in the flames of her own funeral pyre. These flames absorbed her rage and hate, thus giving birth to the Fekkir bloodline. Fekkir vampires inherit the power of Lamae Bal’s fiery rage, and this power takes the form of supernatural flame. This inner supernatural fire grants Fekkir vampires an innate spellcasting ability. Their skin is charred and crisp, warm, if not hot, to the touch, and they have the smell of burnt flesh about them. They are in continuous pain, and many of Fekkir vampirs blame the living for their pain. Many Fekkir vampires feel the need to take their anger and hatred out on the living, by burning them alive, possibly even passing on their curse. Consequently, Fekkir vampires have a stronger tendency towards Chaos, particularly of the Evil kind. If someone is turned into a Fekkir vampire and they do not have the Warlock class, than they will automatically gain this class as if they were a multi-class user.
- Category C Vampires:
- +2 to Str
- Experience requirement to gain a level in the Warlock class is reduced by 10%
- Gain the Fire Subtype
- The vampire suffers double, rather than half as much again, damage from cold damage
- Gain the feat: Fiery Spell-Like Ability, and Spell Focus (Fire)
- Spells cast with the Fire descriptor gain a +1 bonus to their caster level
- The vampire learns an extra Invocation every 3 Warlock levels (to a maximum of 6 at level 20 Warlock)
- May use Produce Flame as a supernatural ability a number of times per day equal to the vampire’s Charisma Modifier
- May use Burning Hands as a spell-like ability a number of times per day equal to their Charisma Modifier
- May use Pyrotechnics as a spell-like ability 4 times per day
- May use Scorching Ray as a spell-like ability 3 times per day
- May use Control Flames (as a Psion with a manifester level equal to their Charisma Modifier) as a spell-like ability 3 times per day
- May use Body Blaze as a spell-like ability once per day
- Fire Sight (Su): The vampire may cast its consciousness out from itself, seeing through any source of fire at any location with which it is familiar or a place that is obvious. This ability acts exactly as the spell clairvoyance and lasts as long as the vampire concentrates. This ability creates a magical sensor as the clairvoyance spell. The vampire may see through this sensor, or hear through this sensor, not both at the same time. The vampire may switch between seeing and hearing as a standard action once per round. The vampire can scry through any fire or flame, from a candle to a bonfire.
- Fire Step (Ex): The vampire can step into a fire and out of another as a move-equivalent action. There must be fire at both the vampire’s point of entrance and destination. The fire must be as big as the vampire or larger for Shadow Step to be effective. The vampire cannot travel father than 50ft in this manner. The vampire must be able to see their destination with their own eyes.
- Foul Oder (Ex): The vampire gives off the scent of burnt flesh. This scent can clearly be detected by any creature within 10ft of the vampire. Creatures attempting to track the vampire by scent gain a +5 circumstance bonus to their Survival Check. This scent cannot be masked.
- Burning Eldritch (Ex): When the vampire uses Eldritch Blast, it may choose to unleash a fiery blast, causing it to deal fire damage instead. The vampire must make this decision before it uses Eldritch Blast. When this ability is used, Eldritch Blast gains the Fire descriptor.
- Enhanced Eldritch (Su): The dark powers within the vampire bolster its eldritch power. The vampire’s Eldritch Blast deals an additional 1d6 + the vampire’s Charisma Modifier in damage. This extra damage is supernatural in nature; therefore, it is not subject to spell resistance.
- Inferno (Su): As a standard action, the vampire can transform into a roaring column of fire. The column is 20f high and 5ft in radius. It is treated as being under the effects of Gaseous Form for the purposes of determining how it may interact with its environment. It can move at 20 ft per round (it cannot fly). It attacks by moving into squares occupied by creatures. Creatures within a space occupied by the column suffer 1d4 + the vampire’s Charisma Modifier points of fire damage (Reflex save for half). Creatures adjacent to the column suffer 1d4 points of fire damage per round from the intense heat. Fleeting images (which are made of flames) of the vampire can be seen within the flame. If the inferno is submerged in water (or some other nonflammable liquid, the ability immediately ends and the vampire suffers its HD in damage. While in this form, the vampire may only take move actions, or a standard action to end the ability.
- Immolate (Su): As a standard action, the vampire may shroud themselves in a supernatural flame. As a melee touch attack, the vampire may deal 1d6 points of fire damage and must make a Reflex save (DC 16) or risk catching fire (see ‘catching fire’ in DMG). This touch attack also works whenever a creature touches the vampire, either by the vampire’s natural attacks or by the creature simply reaching out and touching the vampire; so creatures grappling the vampire are subject to this damage. Any creature that hits the vampire in melee suffers 1d4 fire damage unless wielding a reach weapon. These supernatural flames are tainted with evil, and deal an additional 1 point of unholy damage to good aligned. While Immolated, the vampire suffers double damage from water based attacks, the DC to resist spells, spell-like, and supernatural abilities it casts with the fire descriptor increases by 2, and a detect evil spell registers the vampire as if the vampire had 1 additional HD; if the vampire does not have an evil alignment, a detect evil spell registers an evil aura with the vampire’s normal HD. If the vampire is submerged in water while this ability is active, it immediately ends and the vampire suffers their HD in damage; if this ability is ended in this manner, the vampire may not use it again for the next hr. The vampire may end this ability as a standard action.
- Absorb Heat (Ex): Fire damage heals, not harms, the vampire. If the vampire is struck with an effect that deals fire damage, the vampire heals hitpoints equal to ½ of the damage that would have been dealt.
- Category B Vampires:
- +2 to Str
- Experience requirement to gain a level in the Warlock class is reduced by 20%
- Gain the Fire Subtype
- The vampire suffers double, rather than half as much again, damage from cold damage
- Gain the feat: Fiery Spell-Like Ability, Greater Spell Focus (Fire), and Spell Focus (Fire)
- Spells cast with the Fire descriptor gain a +2 bonus to their caster level and deal an additional 1 point of damage per 2 dice (if applicable), to a minimum of 1
- The vampire may add or remove the Flaming quality to their natural weapons as a swift action at will
- The vampire learns an extra Invocation every 2 Warlock levels (to a maximum of 10 at level 20 Warlock)
- May use Burning Hands as a supernatural ability a number of times per day equal to the vampire’s Charisma Modifier
- May use Produce Flame as a supernatural ability a number of times per day equal to the vampire’s Charisma Modifier
- May use Pyrotechnics as a spell-like ability at will
- May use Control Flames (as a Psion with a manifester level equal to their Charisma Modifier) as a spell-like ability 6 times per day
- May use Scorching Ray as a spell-like ability 6 times per day
- May use Body Blaze and Wall of Fire as a spell-like abilities 3 times per day
- May use Fire Storm as a spell-like ability once per day
- Fire Sight (Su): The vampire may cast its consciousness out from itself, seeing through any source of fire at any location with which it is familiar or a place that is obvious. This ability acts exactly as the spell clairvoyance and lasts as long as the vampire concentrates. This ability creates a magical sensor as the clairvoyance spell. The vampire may see through this sensor, or hear through this sensor, not both at the same time. The vampire may switch between seeing and hearing as a standard action once per round. The vampire can scry through any fire or flame, from a candle to a bonfire.
- Fire Step (Ex): The vampire can step into a fire and out of another as a move-equivalent action. There must be fire at both the vampire’s point of entrance and destination. The fire must be as big as the vampire or larger for Shadow Step to be effective. The vampire cannot travel father than 100ft in this manner. The vampire must be able to see their destination with their own eyes. The vampire may use this ability while using Mask of Mortality.
- Foul Oder (Ex): The vampire gives off the scent of burnt flesh. This scent can clearly be detected by any creature within 10ft of the vampire. Creatures attempting to track the vampire by scent gain a +5 circumstance bonus to their Survival Check. This scent cannot be masked.
- Burning Eldritch (Ex): When the vampire uses Eldritch Blast, it may choose to unleash a fiery blast, causing it to deal fire damage instead. The vampire must make this decision before it uses Eldritch Blast. When this ability is used, Eldritch Blast gains the Fire descriptor.
- Enhanced Eldritch (Su): The dark powers within the vampire bolster its eldritch power. The vampire’s Eldritch Blast deals an additional 2d6 + the vampire’s Charisma Modifier in damage. This extra damage is supernatural in nature; therefore, it is not subject to spell resistance.
- Inferno (Su): As a standard action, the vampire can transform into a roaring column of fire. The column is 40f high and 10ft in radius. It is treated as being under the effects of Gaseous Form for the purposes of determining how it may interact with its environment. It can move at 20 ft per round (it cannot fly). It attacks by moving into squares occupied by creatures. Creatures within a space occupied by the column suffer 1d6 + the vampire’s Charisma Modifier points of fire damage (Reflex save for half). All within 10 ft of the column suffer 1d4+2 points of fire damage per round from the intense heat. Fleeting images (which are made of flames) of the vampire can be seen within the flame. If the inferno is submerged in water (or some other nonflammable liquid, the ability immediately ends and the vampire suffers its HD in damage. While in this form, the vampire may only take move actions, or a standard action to end the ability.
- Immolate (Su): As a standard action, the vampire may shroud themselves in a supernatural flame. As a melee touch attack, the vampire may deal 2d4 points of fire damage and must make a Reflex save (DC 16) or risk catching fire (see ‘catching fire’ in DMG). This touch attack also works whenever a creature touches the vampire, either by the vampire’s natural attacks or by the creature simply reaching out and touching the vampire; so creatures grappling the vampire are subject to this damage. Any creature that hits the vampire in melee suffers 1d6 fire damage unless wielding a reach weapon. These supernatural flames are tainted with evil, and deal an additional 2 points of unholy damage to good aligned creatures and 1 point of unholy damage to neutral aligned creatures (on the moral axis). While Immolated, the vampire suffers double damage from water based attacks, the DC to resist spells, spell-like abilities, and supernatural abilities it casts with the fire descriptor increases by 4, and a detect evil spell registers the vampire as though the vampire had 2 additional HD; if the vampire does not have an evil alignment, a detect evil spell registers an evil aura with the vampire’s normal HD. If the vampire is submerged in water while this ability is active, it immediately ends and the vampire suffers their HD in damage; if this ability is ended in this manner, the vampire may not use it again for the next 30 minutes. The vampire may end this ability as a standard action.
- Absorb Heat (Ex): Fire damage heals, not harms, the vampire. If the vampire is struck with an effect that deals fire damage, the vampire heals hitpoints equal to ½ of the damage that would have been dealt.
- Category A Vampires:
- Experience requirement to gain a level in the Warlock class is reduced by 50%
- Gain the Fire Subtype
- Spells cast with the Fire descriptor gain a +5 bonus to their caster level and deal an additional 1 point of damage per die (if applicable)
- Gain the feats: Bonus Domain (Fire), Fiery Spell, Fiery Spell-Like Ability, Searing Fire, Searing Fire Spell-Like Ability
- The vampire may add or remove the Flaming Burst quality to their natural weapons as a swift action at will
- The vampire learns an extra Invocation every Warlock level (to a maximum of 20 at level 20 Warlock)
- May use the following as supernatural abilities at will:
- Baleful Utterance, Body Blaze, Burning Hands, Crawling Eye, Disembodied Hand, Flame Arrow, Produce Flame
- May use the following as supernatural abilities at will:
- May use the following as spell-like abilities at will
- Control Flames (as a Psion with a manifester level equal to the vampire’s + the vampire’s Charisma Modifier), Fireball, Pyrotechnics, Scorching Ray, Wall of Fire
- May use the following as spell-like abilities at will
- May use Fire Seeds as a supernatural ability at will. The vampire may only use the Acorn version of this spell. The vampire does not use acorns, but drops of their own blood. Each use of this ability decreases the time the vampire must feed again by 10 minutes.
- May use Firestorm as a spell-like ability a number of times per day equal to the vampire’s Charisma Modifier
- May use Meteor Swarm as a spell-like ability a number of times per day equal to ½ the vampire’s Charisma Modifier (rounded down)
- May use Rain of Fire as a spell-like ability once per month
- Fire Sight (Su): The vampire may cast its consciousness out from itself, seeing through any source of fire at any location with which it is familiar or a place that is obvious. This ability acts exactly as the spell clairvoyance and lasts as long as the vampire concentrates. This ability creates a magical sensor as the clairvoyance spell. The vampire may see through this sensor, or hear through this sensor, not both at the same time. The vampire may switch between seeing and hearing as a standard action once per round. The vampire can scry through any fire or flame, from a candle to a bonfire.
- Fire Step (Ex): The vampire can step into a fire and out of another as a move-equivalent action. There must be fire at both the vampire’s point of entrance and destination. The fire must be as big as the vampire or larger for Shadow Step to be effective. The vampire cannot travel father than 200ft in this manner. The vampire must be able to see their destination with their own eyes. The vampire may use this ability while using Mask of Mortality.
- Fire Door (Ex): The vampire can step into any fire and out any other fire, so long as they can see their point of origin. This is a move-equivalent action. The vampire does not have to be able to physically see their destination to use this power. They could scry for it, or be looking through the eyes of their simulacrum, undead minion, or other forms of detection.
- Burning Eldritch (Ex): When the vampire uses Eldritch Blast, it may choose to unleash a fiery blast, causing it to deal fire damage instead. The vampire must make this decision before it uses Eldritch Blast. When this ability is used, Eldritch Blast gains the Fire descriptor.
- Shape of Fire (Ex): The vampire can transform into a cloud of roiling smoke and fire that acts like the spell incendiary cloud (caster level equal to the vampire’s). It has fly 20 ft (perfect) and it lasts for as long as the vampire wills it. It is treated as being under the effects of Gaseous Form for the purposes of determining how it may interact with its environment.
- Enhanced Eldritch (Su): The dark powers within the vampire bolster its eldritch power. The vampire’s Eldritch Blast deals an additional 3d6 + the vampire’s Charisma Modifier in damage. This extra damage is supernatural in nature; therefore, it is not subject to spell resistance.
- Inferno (Su): As a standard action, the vampire can transform into a roaring column of fire. The column is 120f high and 20ft in radius. It is treated as being under the effects of Gaseous Form for the purposes of determining how it may interact with its environment. It can move at 20 ft per round (it cannot fly). It attacks by moving into squares occupied by creatures. Creatures within a space occupied by the column suffer 2d6 + the vampire’s Charisma Modifier x2 points of fire damage (Reflex save for half). All within 10 ft of the column suffer 1d6 + the vampire’s Charisma Modifier points of fire damage per round from the intense heat. Fleeting images (which are made of flames) of the vampire can be seen within the flame. If the inferno is submerged in water, or some other nonflammable liquid, the ability immediately ends and the vampire suffers its HD in damage. While in this form, the vampire may only take move actions, or a standard action to end the ability.
- Immolate (Su): As a free action, the vampire may shroud themselves in a supernatural flame. As a melee touch attack, the vampire may deal 3d6 points of fire damage and must make a Reflex save (DC 16) or risk catching fire (see ‘catching fire’ in DMG). This touch attack also works whenever a creature touches the vampire, either by the vampire’s natural attacks or by the creature simply reaching out and touching the vampire; so creatures grappling the vampire are subject to this damage. Any creature that hits the vampire in melee suffers 1d6+4 fire damage unless wielding a reach weapon. These supernatural flames are tainted with evil, and deal an additional 6 points of unholy damage to good aligned creatures and 3 point of unholy damage to neutral aligned creatures (on the moral axis). While Immolated, the vampire suffers double damage from water based attacks, and the DC to resist spells, spell-like abilities, and supernatural abilities it casts with the fire descriptor increases by 8. If the vampire is submerged in water while this ability is active, it immediately ends and the vampire suffers their HD in damage; if this ability is ended in this manner, the vampire may not use it again for the next 10 minutes. The vampire may end this ability as a free action.
- Blightfire (Su): If the vampire deals damage with a successful natural attack or melee attack to a living creature while the vampire is immolated, they may choose to have a night-black flame erupt forth that begins to burn on the creature’s body. If the creature fails a fortitude save, it takes 4 points of Constitution Drain. The creature must continue to save every round for the next 2d4 rounds (2d4+1 rounds total) to avoid being drained of an additional 4 points of Constitution per round. The vampire heals 20 hitpoints whenever it drains 4 points of Constitution, gaining any excess hitpoints as temporary hitpoints. These temporary hitpoints last a maximum of 1 hour. If the creature is slain by blightfire, it becomes a fragile husk that even the slightest touch would cause to crumble to a fine dust as though it were disintegrated. The save DC is Charisma-based.
- Death Throes (Ex): When the vampire is destroyed, it explodes in a terrible conflagration of fire and shadow that deals 100 points of fire damage, and an additional 100 points of profane damage to non-undead, to anything within 100 feet (Reflex DC 40 half ) of the vampire.
- Absorb Heat (Ex): Fire damage heals, not harms, the vampire. If the vampire is struck with an effect that deals fire damage, the vampire heals hitpoints equal to ½ of the damage that would have been dealt.
- Note: Category A Vampires are NOT vulnerable to cold, despite the fact that they have the Fire Subtype; in fact, they are immune to cold because they also have the Cold Subtype (see Volkihar bloodline). Fiery Spell-Like Ability and Searing Fire Spell-Like Ability function just like the other (metamagic feat) Spell-Like Ability feats. That is to say, they may be applied to a spell-like ability to add their respective metamagic feat to the ability. Each spell-like ability may only have the feat applied to it 3 times per day, but it does not allow the vampire to go over the normal uses per day for the ability.
Garlythi
- This bloodline focuses on necromantic powers. While not as physically imposing as some of the other bloodlines, Garlythi vampires make excellent clerics and necromancers. If someone is turned and they do not have the cleric or necromancer specialist class then they will gain the class of the one who turned them as if they were a multi-class user (clerics do not have to worship a specific god. in a garlythi vampire's case, they may naturaly draw power from the lower planes if they serve no deity). Category A Vampires cannot specialize in a mage class so they automatically gain the cleric class. They have the ability to turn their victims into ghouls/ghasts that will be bound to their will. Any ghouls or ghasts created by the victims will also be bound to the vampire’s will. Garlythi vampires have a much higher concentration of negative energy inside them than other vampires. Do to this increased concentration of negative energy, they have a resistance to positive energy. The Garlythi is considered to be one of the most powerful bloodlines. They can often be found in the various temples throughout The Night Kingdom.
- Category C Vampires:
- +3 to Wis
- Experience requirements for Cleric levels or Necromancer Specialist levels are reduced by 10%
- +4 to all cleric/wizard spell slots
- +1 bonus to domain spell slots in each spell level
- Gain Positive Energy Resistance 10
- Gain the Necromantic Rush, Corpsecrafter feats
- May use Ghoul Touch as a supernatural ability 3 times per day
- May use Protection from Good 3 times per day as a supernatural ability
- May use Curse Water as a supernatural ability once per day
- May use Speak with Dead as a supernatural ability once per day
- Weapons with the Disruption enchantment do not automatically destroy the vampire, but they deal an additional 1d4 sacred damage to the vampire
- Innate Rebuking (Su): The vampire may Rebuke Undead as a cleric of the same level as their highest class level. If the vampire has levels in a class that grants them the ability to Rebuke Undead, the vampire’s highest class level stacks with the levels of that class for the purpose of determining how powerful their Rebuking ability is. In addition, the vampire may Rebuke Undead an additional 2 times per day.
- Undead Lord (Ex): The vampire may control an additional 2HD of undead per its HD (not merely caster level).
- Ghoul Spawn (Ex): If the vampire drains a humanoid of all their blood they may choose to turn them into a ghoul (or ghast if the humanoid’s level is sufficiently high). The creature will rise as a ghoul/ghast in 2d4 rounds. The ghoul/ghast will be under the control of the vampire and will last until destroyed. Any ghouls/ghasts created by the ghouls/ghasts will also be under the control of the vampire. The vampire may only control up to 2 x (its HD + its Age) in ghouls/ghasts at a time with this ability and they do not count against the vampire’s normal limit to the number of HD of undead the vampire may control. If the vampire is destroyed, so are all ghouls and ghasts under its control.
- Wail of the Undead (Su): As a standard action, the vampire may emit an unearthly cry that sounds like the collective wails of countless tortured spirits. This has a dual effect. The first effect is that living creatures within 50ft +10ft/point of the vampire’s Charisma Modifier of the vampire must make a Will save at a -2 penalty or become frightened for 1d4+2 rounds. Creatures that succeed their save are shaken for 2 rounds instead. This is a mind-affecting fear effect. The second effect is that undead are supernaturally summoned to the vampire. This summoning effect functions as the spell Summon Undead II, but twice as many undead are summoned and they remain for 1hr, until they are released, or until destroyed. The vampire may only use this ability once per day.
- Category B Vampires:
- +4 to Wis
- Experience requirements for Cleric levels or Necromancer Specialist levels are reduced by 20%
- +8 to all cleric/wizard spell slots
- +2 bonus to domain spell slots in each spell level
- Gain the feats: Bolster Resistance, Corpscrafter, Necromantic Rush, Negative Energy Burst
- Gain Positive Energy Resistance 20
- May use Ghoul Touch and Magical Circle against Good as a supernatural ability 6 times per day
- May Curse Water 4 times per day at will as a supernatural ability
- May use Speak with Dead as a supernatural ability 3 times per day. The vampire may use this ability while using Mask of Mortality.
- May use Unhallow once per year at will as a supernatural ability
- May use Unholy Blight once per day as a spell-like ability
- May use Desecrate once per day as a spell-like ability. The vampire may use this ability while using Mask of Mortality.
- Weapons with the Disruption enchantment do not automatically destroy the vampire, but they deal an additional 1d6 sacred damage to the vampire
- Innate Rebuking (Su): The vampire may Rebuke Undead as a cleric of the same level as their highest class level. If the vampire has levels in a class that grants them the ability to Rebuke Undead, the vampire’s highest class level stacks with the levels of that class for the purpose of determining how powerful their Rebuking ability is. In addition, the vampire may Rebuke Undead an additional 4 times per day.
- Undead Lord (Ex): The vampire may control an additional 4HD of undead per its own HD (not merely caster level).
- Ghoul Spawn (Ex): If the vampire drains a humanoid of all their blood they may choose to turn them into a ghoul (or ghast if the humanoid’s level is sufficiently high). The creature will rise as a ghoul/ghast in 1d4 rounds. The ghoul/ghast will be under the control of the vampire and will last until destroyed. Any ghouls/ghasts created by the ghouls/ghasts will also be under the control of the vampire. The vampire may only control up to 2 x (its HD + its Age) in ghouls/ghasts at a time with this ability and they do not count against the vampire’s normal limit to the number of HD of undead the vampire may control. If the vampire is destroyed, so are all ghouls and ghasts under its control. Purebloods have such a sensitive sense of smell, and are so arrogant and “refined”, that they typically find the presence, or even the existence for some, offensive. If a Pureblood employs ghouls/ghasts, it will probably give them a deep pit, cave, or barrow to reside in, away and out of sight.
- Wail of the Undead (Su): As a standard action, the vampire may emit an unearthly cry that sounds like the collective wails of countless tortured spirits. This has a dual effect. The first effect is that living creatures within 50ft +10ft/point of the vampire’s Charisma Modifier of the vampire must make a Will save at a -4 penalty or become frightened for 1d8+5 rounds. Creatures that succeed their save are shaken for 1d4+2 rounds instead. This is a mind-affecting fear effect. The second effect is that undead are supernaturally summoned to the vampire. This summoning effect functions as the spell Summon Undead III, but twice as many undead are summoned and they remain for 1hr, until they are released, or until destroyed. The vampire may only use this ability once every hr and can use it only 3 times per day.
- Category A Vampires:
- Experience requirements for gaining levels in the Cleric class is reduced by 50%
- +4 bonus to domain spell slots in each spell level
- May use the following as supernatural abilities at will:
- Contagion, Ghoul Touch, Magic Circle against Good, Unholy Blight
- May Curse Water as a supernatural ability at will. The vampire may use this ability while using Mask of Mortality
- May use Speak with Dead as a supernatural ability at will. The vampire may use this ability while using Mask of Mortality
- May use Unhallow and Plauge of Undeath as a supernatural abilities once per day
- Gain the Feats: Bolster Resistance, Bonus Domain (Death), Bonus Domain (Evil), Corpsecrafter, Deadly Chill, Destructive Retribution, Hardened Flesh, Improved Alignment-Based Casting (Evil), Negative Energy Burst, Necromantic Might, Necromantic Rush, Necromantic Presence, Necrotic Reserve, Nimble Bones, Profane Lifeleech, Quicken Turning, Spontaneous Domain Access (All domains the vampire has access to), Undead Mastery, Zone of Animation
- Weapons with the Disruption enchantment do not automatically destroy the vampire, but they deal an additional 1d10 sacred damage to the vampire
- Innate Rebuking (Su): The vampire’s highest class level stacks with the levels of any class they have that grants them the ability to Rebuke Undead for the purpose of determining how powerful their Rebuking ability is. The vampire also gains a +10 bonus to their Rebuke Undead rolls; in addition, there is no limit to the number of times the vampire may Rebuke Undead per day.
- Undead Lord (Ex): The vampire may control an additional 10HD of undead per its own HD (not merely caster level).
- Ghoul Spawn (Ex): If the vampire drains a humanoid of all their blood they may choose to turn them into a ghoul (or ghast if the humanoid’s level is sufficiently high). The creature will rise as a ghoul/ghast in 1 round. The ghoul/ghast will be under the control of the vampire and will last until destroyed. Any ghouls/ghasts created by the ghouls/ghasts will also be under the control of the vampire. There is no limit to the number of ghouls/ghasts the vampire can control at a time with this ability and they do not count against the vampire’s normal limit to the number of HD of undead the vampire may control. If the vampire is destroyed, so are all ghouls and ghasts under its control.
- Desecrating Aura (Su): The vampire give off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the vampire’s power is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the vampire (including the vampire itself ) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hitpoints per HD. Charisma checks made to turn undead within this area take a –6 penalty. The vampire’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, it automatically resumes the next round. Its desecrating aura is suppressed if the vampire enters a consecrated or hallowed area, but the vampire’s presence also suppresses the consecrated effect for as long as it remains. In the case of a hallowed area, the hallowed effect is unaffected. This ability is suppressed while the vampire is using Mask of Mortality.
- Negative Energy Aura Toggable (Ex): A 30-foot-radius negative energy aura spreads from the vampire. All undead (including the Pureblood) in the field are treated as if having turn resistance +20 and a negative energy version of fast healing 20 (this does not stack with other fast healing. If an undead already has fast healing, than use whichever is better). Living creatures in the aura are treated as having 10 negative levels and suffer 10 damage per round unless they have some sort of negative energy protection or protection from evil. Living creatures of 10 or lower HD that are not protected from negative energy or evil will die instantly with no saving throw. A creature slain by this aura rises as a wight under the control of the vampire in 1d4 rounds. The wights can create their own spawn, but the spawn will also be under the vampire’s control. These wights, as well as any spawn they create, count against the vampires limit to the number of undead they may control. Any spell, ability, or other such power that channels positive energy originating from within this is aura is Impeded and the caster must make a Spellcraft Check (DC 10 + the vampire’s Charisma Modifier). On a failed check, the spell fails. On a successful check, the spell is cast, but all variable statistics are minimized. Conversely, any spell, ability, or other such power that channels negative energy originating from or passes through this aura has all variable statistics maximized. There is no saving throw for this aura power.
- Wail of the Undead (Su): As a standard action, the vampire may emit an unearthly cry that sounds like the collective wails of countless tortured spirits. This has a dual effect. The first effect is that living creatures within 50ft +10ft/point of the vampire’s Charisma Modifier of the vampire must make a Will save at a -8 penalty or become panicked for 2d8+10 rounds. Creatures that succeed their save are shaken for 1d8+5 rounds instead. This is a mind-affecting fear effect. The second effect is that undead are supernaturally summoned to the vampire. This summoning effect functions as the spell Summon Undead V, but twice as many undead are summoned and they remain for 1hr, until they are released, or until destroyed. The vampire may only use this ability once every hr.
Gelgoran
- Molag Bal created vampirism with the intent of disrupting the cycle of life and death, but as is the final result of all his actions, he also created vampirism with the intent of spreading discord, evil, and fear. The Gelgoran bloodline embodies the fear that vampires were originally intended to spread. The curse of the Gelgoran bloodline slays the physical body and twists the soul of the infected creature into an ethereal state of undeath. In many ways, Gelgoran vampires are similar to Ghosts, and in many ways they are not. They are often mistaken, usually fatally, as Ghosts. This bloodline is unique amongst all the bloodlines, and is perhaps the least understood by sages and vampires alike. Aundae might be insane, Egnana might be cruel, and Yekef might be deformed, but Gelgoran vampires are perhaps the most twisted and inhuman vampires around. Gelgoran vampires feed off of fear, not blood, and since they must spread fear in order to feed, they have a stronger tendency towards an evil nature. Most other bloodlines don’t know what to make of this bloodline, and they fear Gelgoran vampires more often than not. Gelgoran vampires enjoy increased likelihood to be employed by powerful vampires. This is because that since Gelgoran vampires are Ethereal, they are not normally subject to the effects of sunlight. This allows them to operate during the day, even in locations exposed to full direct sunlight. They also have the ability to possess creatures more or less like a fiend can. Gelgoran vampires suffer a -2 penalty to their Will saves to resist shiting towards Chaotic Evil alignment upon initially becoming a vampire, and a failed roll results in two shifts towards Chaotic Evil, rather than one.
- Category C Vampires:
- +2 to Cha
- Gain the Incorporeal Subtype
- Immune to Coffin Deprivation, does not sleep
- Gain a Deflection Bonus to AC equal to Charisma Modifier or +1, whichever is higher
- May use Arcane Lock, Dancing Lights, Ghost Sound, Knock, Mage Hand, Open/Close, Silent Image, and Telekinesis as supernatural abilities at will
- May use Bestow Curse as a supernatural ability once per week
- Haunt (Su): For the first year after it becomes a vampire (or after it “awakens” if a naturally born vampire), the vampire is a haunting presence (see Libris Mortis pg 6 for details). During this time, the vampire is not required to feed and does not lose Vitae at a regular bases, but it does not regain lost Vitae without feeding; however, it will probably cause fear and feed off of it anyway. Assuming there is anything within its range to terrorize. After this one year period, the vampire ceases to be a haunting presence and becomes a normal Ethereal creature. After this one year period, the vampire may turn itself into, or cease to be, a Haunting Presence as a Full-Round-Action.
- Feed (Su): Gelgoran vampires do not typically feed off of blood, they feed off of fear. As a Standard-Action, the vampire may make a touch attack against a living creature that does not provoke an attack of opportunity. If it hits, the target must make a Will save or suffer 1d4 Wisdom Damage. The vampire gains 5 temporary hitpoints for each point of Wisdom Damage dealt. These temporary hitpoints last for 1hr. The target becomes paralyzed with fear for 1 round per point of Wisdom Damage dealt. The vampire gains all the benefits of feeding a vampire normally gets for using its Blood Drain attack, including the gain in Vitae. A living Humanoid or Monstrous Humanoid reduced to 0 Wisdom by this ability dies and rises as a Gelgoran Vampire in 3 days. The vampire may only use this touch attack on targets that are Shaken, Frightened, or Panicked, as all others are immune. If the DM considers the target to be sufficiently afraid without the need to apply a fear effect (such as a peasant running away in fear of a murder in progress, or a city watchmen running from a pack of ghouls), than the Feed ability may still be used on said target (consult your DM for such cases). The source of the target’s fear need not be magical and does not have to originate from something the vampire did, so long as the target is experiencing some form of fear, and so long as the fear is at least morderately substantial. Gelgoran Vampires typically use their Frightful Moan to panic their victim so they can feed.
- Frightful Moan (Su): The vampire can emit a frightful moan as a standard action at will. All living creatures within a 30ft spread must succeed on a Will save or become Panicked for 2d4 rounds. This is a Sonic-Based, Necromantic, Mind-Affecting, Fear Effect. A creature that successfully saves against the moan cannot be affected by the same vampire’s moan for 24 hours. The vampire may choose not to affect specific individuals.
- Malefic Touch (Su): The incorporeal melee touch attack of the vampire deals damage as a vampire’s Claw attack, except that it adds its Charisma Modifier to the damage roll, rather than its Strength Modifier. The vampire adds its Strength Modifier to the damage against Ethereal and Incorporeal targets, rather than its Charisma Modifier. This attack may be used more than once per round, depending on the vampire’s Base Attack Bonus.
- Manifestation (Su): The vampire dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world, save force effects and certain spells. As a Standard-Action, the vampire may manifest on the Material Plane. When it manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. The manifested vampire can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. The manifested vampire can pass through solid objects at will, and its own attacks pass through armor. The manifested vampire always moves silently. The manifested vampire can strike with its any touch attacks it might have or ghost touch weapons. The manifested vampire can strike with its natural weapons, but they do no damage; however, its Energy Drain ability still applies if its attack is successful. The manifested vampire’s natural armor bonus is +0 to corporeal targets. The manifested vampire remains partially on the Ethereal Plane, where is it not incorporeal. The manifested vampire can be attacked by opponents on either the Material Plane or the Ethereal Plane. The vampire’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting vampire is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting vampire manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally. The Ethereal Plane becomes a Home Plane for the vampire. The vampire retains Home Plane status of any other planes considered to be its Home Plane. The vampire is not considered to be Extraplanar while on the Ethereal Plane, or any of its other Home Planes.
- Possession (Su): Like a fiend, the vampire has the ability possess creatures. This ability acts exactly as a fiend’s possession ability (as described in the Fiendish Codex I: Hordes of the Abyss) except as noted here. The vampire may possess only living creatures. The vampire may not alter the possessed creature’s form as a fiend can. When a fiend possesses a creature or object, they radiate an evil aura, and are affected by spells that affect evil creatures, regardless of the possessed creature or objects alignment, unless the fiend passes a special check; this does not apply for creatures possessed by the vampire, instead, spells that affect undead affect the creature unless the vampire passes the same special check. Spells that eject extraplanar creatures, such as dismissal, have no effect on the vampire, as they would affect a fiend. The vampire leaves behind no physical body that is vulnerable to attack, since the vampire does not have a physical body in the first place.
- Ally/Enemy: Unlike fiends, the vampire may affect up to 2 ability scores simultaneously, but they may not enhance one ability score and penalize another. They may only enhance scores or penalize scores, not both at the same time. The modifier for the ability scores is still +/- 4.
- Controller/Mutterer/Rider: Same as Fiend
- Dreamer: The vampire may cause the possessed creature to have horrible nightmares. This ability functions exactly as the Nightmare spell. This does not reveal the presence of the vampire.
- Enhancer: When the vampire possesses a weapon and then chooses to enhance it, the weapon automatically gains the vampiric enchantment (as described in the Magic Item Compendium) with no penalty to the limit the vampire may enhance it. The vampire may feed when the weapon is used to deal damage. If the weapon is used to deal at least 10 points of damage to a living creature, the vampire’s hunger for blood will be satiated, for now. Weapons possessed by vampires are sometimes mistaken as intelligent weapons. The vampire may multiple enchantments to the weapon or armor, but the combined base price modifier of the enchantments added cannot exceed the vampire’s Charisma Modifier + the vampire’s Age. The vampire cannot add the Holy enchantment to a weapon and cannot add epic enchantments to a weapon or armor piece. A possessed weapon or armor does not automatically become masterwork, and observant individuals might note this.
- Feeding: The vampire may use its Feed ability on a possessed creature. The vampire does not make a touch attack, the creature simply makes a Will save to resist the effect.
- Special Blood Drain/Porphyric Hemophilia: Gelgoran Vampires have fangs and can use Blood Drain like corporeal vampires; however, they may only use it on living Ethereal or Incorporeal creatures. The vampire gains the normal benefits for feeding via its Blood Drain attack (dealing Con damage, gaining Vitae, etc…). The vampire can infect living creatures with the Gelgoran strain of Porphyric Hemophilia, but only if it can use its Blood Drain attack on the victim; otherwise, it must use its Feed ability to sustain itself and create new Gelgoran vampires.
- Special Holy Ground/Sunlight Vulnerability: While on the Ethereal Plane, the vampire is immune to the effects of Sunlight. While manifested, the vampire is affected by sunlight as is normal for a vampire. The vampire is affected by holy ground as normal, regardless of whether or not it is on the Ethereal Plane, unless of course, it is riding in a possessed creature.
- Category B Vampires:
- +4 to Cha
- Gain the Incorporeal Subtype
- Immune to Coffin Deprivation, does not sleep
- Gain a Deflection Bonus to AC equal to Charisma Modifier or +1, whichever is higher
- May use Arcane Lock, Dancing Lights, Ghost Sound, Knock, Mage Hand, Open/Close, Silent Image, and Telekinesis as supernatural abilities at will
- May use Bestow Curse as a supernatural ability once per 3 days
- Haunt (Su): For the first year after it becomes a vampire (or after it “awakens” if a naturally born vampire), the vampire is a haunting presence (see Libris Mortis pg 6 for details). During this time, the vampire is not required to feed and does not lose Vitae at a regular bases, but it does not regain lost Vitae without feeding; however, it will probably cause fear and feed off of it anyway. Assuming there is anything within its range to terrorize. After this one year period, the vampire ceases to be a haunting presence and becomes a normal Ethereal creature. After this one year period, the vampire may turn itself into, or cease to be, a Haunting Presence as a Full-Round-Action.
- Feed (Su): Gelgoran vampires do not typically feed off of blood, they feed off of fear. As a Standard-Action, the vampire may make a touch attack against a living creature that does not provoke an attack of opportunity. If it hits, the target must make a Will save or suffer 1d4 Wisdom Damage. The vampire gains 5 temporary hitpoints for each point of Wisdom Damage dealt. These temporary hitpoints last for 1hr. The target becomes paralyzed with fear for 1 round per point of Wisdom Damage dealt, as all others are immune. If the DM considers the target to be sufficiently afraid without the need to apply a fear effect (such as a peasant running away in fear of a murder in progress, or a city watchmen running from a pack of ghouls), than the Feed ability may still be used on said target (consult your DM for such cases). The vampire gains all the benefits of feeding a vampire normally gets for using its Blood Drain attack, including the gain in Vitae. A living Humanoid or Monstrous Humanoid reduced to 0 Wisdom by this ability dies and rises as a Gelgoran Vampire in 3 days. The vampire may only use this touch attack on targets that are Shaken, Frightened, or Panicked. The source of the target’s fear need not be magical and does not have to originate from something the vampire did, so long as the target is experiencing some form of fear, and so long as the fear is at least morderately substantial. Gelgoran Vampires typically use their Frightful Moan to panic their victim so they can feed.
- Frightful Moan (Su): The vampire can emit a frightful moan as a standard action at will. All living creatures within a 40ft spread must succeed on a Will save or become Panicked for 3d6 rounds. This is a Sonic-Based, Necromantic, Mind-Affecting, Fear Effect. A creature that successfully saves against the moan cannot be affected by the same vampire’s moan for 24 hours. The vampire may choose not to affect specific individuals.
- Malefic Touch (Su): The incorporeal melee touch attack of the vampire deals damage as a vampire’s Claw attack, except that it adds its Charisma Modifier to the damage roll, rather than its Strength Modifier. The vampire adds its Strength Modifier to the damage against Ethereal and Incorporeal targets, rather than its Charisma Modifier. This attack may be used more than once per round, depending on the vampire’s Base Attack Bonus.
- Manifestation (Su): The vampire dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world, save force effects and certain spells. As a Standard-Action, the vampire may manifest on the Material Plane. When it manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. The manifested vampire can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. The manifested vampire can pass through solid objects at will, and its own attacks pass through armor. The manifested vampire’s natural armor bonus is +0 to corporeal targets. The manifested vampire always moves silently. The manifested vampire can strike with its any touch attacks it might have or ghost touch weapons. The manifested vampire can strike with its natural weapons, but they do no damage; however, its Energy Drain ability still applies if its attack is successful. The manifested vampire remains partially on the Ethereal Plane, where is it not incorporeal. The manifested vampire can be attacked by opponents on either the Material Plane or the Ethereal Plane. The vampire’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting vampire is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting vampire manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally. The Ethereal Plane becomes a Home Plane for the vampire. The vampire retains Home Plane status of any other planes considered to be its Home Plane. The vampire is not considered to be Extraplanar while on the Ethereal Plane, or any of its other Home Planes.
- Possession (Su): Like a fiend, the vampire has the ability possess objects or creatures. This ability acts exactly as a fiend’s possession ability (as described in the Fiendish Codex I: Hordes of the Abyss) except as noted here. The vampire may not alter the possessed creature’s form as a fiend can. Like a fiend, the vampire may not perform more than one possession ability at the same time; thus, the vampire could not grant the Succor ability and be an Ally at the same time. When a fiend possesses a creature or object, they radiate an evil aura, and are affected by spells that affect evil creatures, regardless of the possessed creature or objects alignment, unless the fiend passes a special check; this does not apply for creatures possessed by the vampire, instead, spells that affect undead affect the creature unless the vampire passes the same special check. Spells that eject extraplanar creatures, such as dismissal, have no effect on the vampire, as they would affect a fiend.
- Ally/Enemy: Unlike fiends, the vampire may affect up to 3 ability scores simultaneously, but they may not enhance one ability score and penalize another. They may only enhance scores or penalize scores, not both at the same time. The modifier for the ability scores is still +/- 4.
- Controller/Mutterer/Rider/Watcher: Same as Fiend
- Dreamer: The vampire may cause the possessed creature to have horrible nightmares. This ability functions exactly as the Nightmare spell. This does not reveal the presence of the vampire.
- Enhancer: When the vampire possesses a weapon and then chooses to enhance it, the weapon automatically gains the vampiric enchantment (as described in the Magic Item Compendium) with no penalty to the limit the vampire may enhance it. The vampire may feed when the weapon is used to deal damage. If the weapon is used to deal at least 10 points of damage to a living creature, the vampire’s hunger for blood will be satiated, for now. Weapons possessed by vampires are sometimes mistaken as intelligent weapons. The vampire may multiple enchantments to the weapon or armor, but the combined base price modifier of the enchantments added cannot exceed the vampire’s Charisma Modifier + the vampire’s Age. The vampire cannot add the Holy enchantment to a weapon and cannot add epic enchantments to a weapon or armor piece. A possessed weapon or armor does not automatically become masterwork, and observant individuals might note this.
- Feeding: The vampire may use its Feed ability on a possessed creature. The vampire does not make a touch attack, the creature simply makes a Will save to resist the effect.
- Succor: The vampire may grant the possessed creature a profane version of Fast Healing 1. This reveals the presence of the vampire.
- Special Holy Ground/Sunlight Vulnerability: While on the Ethereal Plane, the vampire is immune to the effects of Sunlight. While manifested, the vampire is affected by sunlight as is normal for a vampire. The vampire is affected by holy ground as normal, regardless of whether or not it is on the Ethereal Plane, unless of course, it is riding in a possessed creature.
- Category A Vampires:
- Treated as having the Incorporeal Subtype for the purposes of prerequisites
- May use Arcane Lock, Bestow Curse, Dancing Lights, Ghost Sound, Knock, Mage Hand, Open/Close, Silent Image, and Telekinesis as supernatural abilities at will
- May use Bestow Greater Curse as a supernatural ability once per week
- Malefic Touch (Su): The vampire may only use this ability while they are Incorporeal or Ethereal. The incorporeal melee touch attack of the vampire deals damage as its Claw attack, except that it adds its Charisma Modifier to the damage roll, rather than its Strength Modifier. The vampire adds its Strength Modifier to the damage against Ethereal and Incorporeal targets, rather than its Charisma Modifier. This attack may be used more than once per round, depending on the vampire’s Base Attack Bonus.
- Haunt (Su): The vampire may turn itself into, or cease to be, a Haunting Presence as a Full-Round-Action. While the vampire is a Haunting Presence, it is not required to feed, sleep, and does not lose Vitae at a regular bases, but it does not regain lost Vitae without feeding.
- Feed (Su): Even though the vampire typically feeds on blood, they can feed off of fear if they need to. As a Standard-Action, the vampire may make a melee touch attack (this is a touch attack if the vampire is incorporeal) against a living creature that does not provoke an attack of opportunity. If it hits, the target must make a Will save or suffer 1d4 Wisdom Damage. The vampire gains 5 temporary hitpoints for each point of Wisdom Damage dealt. These temporary hitpoints last for 1hr. The target becomes paralyzed with fear for 1 round per point of Wisdom Damage dealt. The vampire gains all the benefits of feeding a vampire normally gets for using its Blood Drain attack, including the gain in Vitae. A living Humanoid or Monstrous Humanoid reduced to 0 Wisdom by this ability dies and rises as a Gelgoran Vampire in 3 days. The vampire may only use this touch attack on targets that are Shaken, Frightened, or Panicked, as all others are immune. If the DM considers the target to be sufficiently afraid without the need to apply a fear effect (such as a peasant running away in fear of a murder in progress, or a city watchmen running from a pack of ghouls), than the Feed ability may still be used on said target (consult your DM for such cases). The source of the target’s fear need not be magical and does not have to originate from something the vampire did, so long as the target is experiencing some form of fear, and so long as the fear is at least morderately substantial.
- Frightful Moan (Su): The vampire can emit a frightful moan as a standard action at will. All living creatures within a 60ft spread must succeed on a Will save or become Panicked for 4d8 rounds. This is a Sonic-Based, Necromantic, Mind-Affecting, Fear Effect. A creature that successfully saves against the moan cannot be affected by the same vampire’s moan for 24 hours. The vampire may choose not to affect specific individuals.
- Ethereal Connection (Su): The vampire may enter the Ethereal Plane or move back to the Material Plane as a Standard Action. The vampire may become Incorporeal or back to Corporeal as a Standard Action. While Incorporeal, the vampire’s natural armor bonus is +0 to corporeal targets.
- Possession (Su): Like a fiend, the vampire has the ability to project itself onto the Ethereal Plane and possess objects or creatures. This ability acts exactly as a fiend’s possession ability (as described in the Fiendish Codex I: Hordes of the Abyss) except as noted here. The vampire may not alter the possessed creature’s form as a fiend can. When the vampire projects itself onto the Ethereal Plane, it may choose to bring its physical form with them. Essentially, their physical form “disappears” from reality. Their physical form will then reappear when they return to the material plane. This enables them to travel ethereally if they wish. The vampire remains in possession no matter the distance between their physical form and the object or creature or even if the creature moves to a different plane, unless that plane has no ethereal plane attached to it. The vampire may communicate telepathically with any creature within 100ft of the possessed object or creature, including the possessed creature. While the possessed creature is unconscious, the vampire may probe their memories without alerting the possessed creature to the vampire’s presence. While possessing an object, the vampire may speak by projecting its voice from the object, allowing any within ear shot to hear the vampire. As normal, the sound of the Category A Vampire’s voice can act as a suggestion spell, at the vampire’s discretion. While possessing an object, the vampire may see and hear up to a distance of 120ft and retains its various forms of vision (darkvision, low-light vision, etc…), as well as its true seeing ability. When a fiend possesses a creature or object, they radiate an evil aura, and are affected by spells that affect evil creatures, regardless of the possessed creature or objects alignment, unless the fiend passes a check. This does not apply for creatures/objects possessed by the vampire. Instead, spells that affect undead affect the creature/object unless the vampire passes the same check. Spells that eject extraplanar creatures, such as dismissal, have no effect on the vampire, as they would affect a fiend.
- Ally/Enemy: Unlike fiends, the vampire may affect up to all ability scores simultaneously, but they may not enhance one ability score and penalize another. They may only enhance scores or penalize scores, not both at the same time. The modifier for the ability scores is +/- 6.
- Mystic Ally: Much like Demon Lords, Purebloods act as a conduit to the lower planes, allowing would be worshipers to advance in cleric levels. When a creature is possessed by a Pureblood, they are being infused with that conduit. The Pureblood can allow the creature to access that conduit and utilize it, granting the creature clerical powers. The vampire can grant the creature the ability to cast spells as a Cleric with a level equal to ½ (the vampire’s Charisma Modifier + the vampire’s Age), to a maximum level equal to the creature’s HD. The creature gains access to two domains the vampire knows, but they cannot choose the Lawful or Good domains even if the vampire has them. Creatures that already have one or more levels in the Cleric class may cast spells as a cleric a number of levels higher equal to the vampire’s Age (Tasha, a 3rd level Cleric is possessed by an Ancient Pureblood. If the Pureblood grants Tasha the Mystic Ally ability, Tasha can cast spells as though she were an 8th level Cleric) or to ½ (the vampire’s Charisma Modifier + the vampire’s Age), to a maximum level equal to the creature’s HD, whichever is higher. This ability only grants the ability to cast spells, it does not grant other cleric powers, such as Turn Undead, nor does it grant actual levels. A creature with this ability active does not register as a cleric and their auras remain unchanged (see Detect Evil for details). The vampire can use this ability in conjunction with one other possession ability, if it chooses to. This ability reveals the vampire’s presence.
- Controller/Mutterer/Rider: Same as Fiend
- Corrupter: When the vampire uses this ability, the effect is that of a Bestow Greater Curse, as opposed to a fiends ability to create a Bestow Curse. The vampire may generate the effect of a Bestow Curse instead, if they so desire. The vampire may use Corrupter on a possessed creature as well; however, only the possessed creature is affected by the curse. The vampire is in complete control of how the creature is cursed, as normal. A Bestow Curse remains in effect even if the vampire switches to a different ability or vacates the creature; however, a Bestow Greater Curse immediately ends if the vampire changes which ability they are using on the creature of if they vacate the creature. The vampire cannot have more than one curse in effect on the possessed creature. They may remove the curse as a free action.
- Dreamer: The vampire may cause the possessed creature to have horrible nightmares. This ability functions exactly as the Nightmare spell. This does not reveal the presence of the vampire.
- Enhancer: When the vampire possesses a weapon and then chooses to enhance it, the weapon automatically gains the vampiric enchantment (as described in the Magic Item Compendium) with no penalty to the limit the vampire may enhance it. The vampire may feed when the weapon is used to deal damage. If the weapon is used to deal at least 10 points of damage to a living creature, the vampire’s hunger for blood will be satiated, for now. Weapons possessed by vampires are sometimes mistaken as intelligent weapons. The vampire may otherwise add magical properties to a possessed weapon or armor. The vampire may multiple enchantments to the weapon or armor, but the combined base price modifier of the enchantments added cannot exceed the vampire’s Charisma Modifier + the vampire’s Age. Unlike Gelgoran vampires, the Pureblood can add epic enchanments to an item, but only after it has granted the item a +5 enchantment bonus (thus using 5 points of its total base modifier limit). The vampire cannot add the Axiomatic or Holy enchantments, or their epic equivolents, to a weapon. A possessed weapon or armor does not automatically become masterwork, and observant individuals might note this.
- Feeding: The vampire may use its Feed ability on a possessed creature. The vampire does not make a touch attack, the creature simply makes a Will save to resist the effect.
- Succor: The vampire may grant the possessed creature a profane version of Fast Healing 5 and heals 1 point of ability damage, but not drain, every hr. The vampire may grant this ability to an object. An object that benefits from this ability repairs 1 point of damage every minute. This reveals the presence of the vampire.
- Traveler/Impeder: The vampire may grant the possessed creature a supernatural form of unaided flight. The creature gains fly speed 60ft (average). At the same time, this ability increases the possessed creature’s primary movement rate by 30ft (to a maximum of twice the creature’s normal base movement rate). If the possessed creature already has a fly speed, their maneuverability increases by one step (clumsy becomes poor, poor becomes average, etc…) and the movement rate increases by 30ft. After calculations, use traveler ability’s flight or the new flight ability for the creature, whichever is better. This reveals the presence of the vampire. The reverse of this ability, Impeder, causes the creature to act as though Slowed. This effect cannot be resisted or overcome in anyway, but the vampire may remove it as a free action. Both versions of this ability are supernatural in nature, and do not function in an Anti-Magic field.
- Watcher: When the vampire takes on the role of watcher when possessing an object, it may see and hear up to a distance of 240ft and retains its various forms of vision (darkvision, low-light vision, etc…), as well as its true seeing ability. The object does not have to remain stationary.
- Special Holy Ground/Sunlight Vulnerability: While on the Ethereal Plane, the vampire is immune to the effects of Sunlight. While incorporeal, the vampire is affected by sunlight as is normal for a vampire. The vampire is affected by holy ground as normal, regardless of whether or not it is on the Ethereal Plane, unless of course, it is riding in a possessed creature.
Haarvenu
- This bloodline is considered to be one of the weakest bloodlines. Haarvenu vampires are not particularly effective in combat compared to the other bloodlines; nonetheless, they are feared for their powers to enchant even vampires. Haarvenu vampires have an otherworldly beauty and a natural suave and charm, even a hideous and vulgar creature can be a handsome lady’s man or a beautiful seductress if they were to become a Haarvenu vampire. The Haarvenu bloodline focuses on seduction, beauty, manipulation, and above all, passion. Haarvenu vampires prefer to hunt by seduction rather than by force. Moreover, they prefer to feed off of humanoids with a high charisma or that have talent (at least 5 ranks in a skill required to perform something that the vampire considers to be art). They are fond of all things beautiful and, as a consequence, are artistic by nature. Haarvenu vampires would easily be drawn to concerts, art shows, and the like. Some of the world’s most famous artists are Haarvenu vampires. Not all Haarvenu focus on traditional art, such as singing or painting, as there is widespread debate amongst the Haarvenu bloodline about what is and isn’t art. Some Haarvenu might consider well forged armor or weapons art, while others might consider elegant horseback riding an art. It all depends on individual perspective, and of course, a Haarvenu vampire does not have to have only one field that it considers as art. Most anything could be interpreted into an art. Haarvenu vampires are passionate, often considered enslaved to their emotions, and while they are capable of great beauty and grace, this passion has a darker side to it. Haarvenu vampires are just as capable of the most terrible and evil of passions as they are of artistic passion. What the vampire considers beauty might actually be atrocious; such a Haarvenu vampire may consider the final, agonizing scream of a creature right before death to be true beauty, an art in and of itself. A Haarvenu vampire obsessed with pain and suffering is a truly despicable foe. Needless to say, Haarvenu vampires are considered to be the most mortal like of all vampires, since their drive for art, social encounters, and passion keeps them close to their humanity; however, when they go bad, they go VERY bad. If someone is turned into a Haarvenu vampire and they do not have the Bard class, they will gain the Bard class as if they were a multi-class user.
- Category C Vampires:
- +2 to Cha
- -2 racial penalty to all Will saves versus Compulsion effects
- +4 racial bonus to Craft, Perform, Sense Motive checks. The vampire does not gain this bonus on Bluff checks made to mask their thoughts/emotions
- Experience requirements to gain levels in the Bard class are reduced by 10%
- Emotions are more pronounced and harder to control, causing the vampire to suffer a -5 racial penalty to Bluff checks when attempting to mask their thoughts/emotions
- Charm Gaze adds an additional –2 penalty to saving throws and may affect creatures immune to Charm, but at only ½ DC
- May use Suggestion once per day as a supernatural ability
- Gain the feats: Alluring, Jack of All Trades, Lingering Song, Persuasive, Requiem, Trustworthy
- May use Bardic Music +2 times per day
- Ends of Humanity (Ex): The vampire’s natural affinity for the emotions that most undead have trouble experiencing, or simply do not experience at all, can be used as a tool to fight the Beast. The vampire gains a +2 bonus to resist all Frenzy Checks.
- Melodic Charm (Su): For every round the vampire plays an instrument or sings, those listening suffer a cumulative -1 penalty to their saves against the vampire’s Charm Gaze (max penalty equal to the vampire’s HD). This penalty lasts for a number of rounds equal to the vampire’s Charisma Modifier after the vampire stops playing or singing. Additionally, if the vampire plays a musical instrument or sings while using its Charm Gaze, all listening suffer an additional -2 to their saves. This is a Mind-Affecting Enchantment effect that only affects living creatures.
- Shape of Sound (Su): As a Standard Action, the vampire may assume the form of sound. In this form, it is pure and beautiful sound. It may end this form as a Free Action. It is Invisible, Incorporeal, and has a fly speed of 20 (perfect), or 40ft (perfect) in water. It appears as a feint shimmer of light to those that defeat the invisibility, such as when using a See Invisiblity spell. All creatures within 20ft of the vampire, 40ft in water, hear delightful and beautiful noises. The vampire cannot pass through areas of magical silence while in this form.
- Clutch of Vice (Su): The vampire may amplify any of the seven deadly sins within a living creature with at least 3 intelligence. The targeted creature must succeed a Will saving throw or fall under its effects. The vampire may enhance them to a limited degree. This ability is delivered as a gaze attack. The vampire may only enhance one of the seven deadly sins within a creature at a time, and may only affect a number of creatures at a time equal to their Charisma Modifier. This ability lasts for a number of hours equal to the vampire’s Charisma Modifier. The vampire may reset the duration by using this ability on the affected creature again. While under the effects of Clutch of Vice, the affected creature suffers a -2 penalty to all saves made to resist Compulsion, Enchantment, and Mind-Affecting effects cast by the vampire but a +2 bonus to all saves made to resist Compulsion, Enchantment, and Mind-Affecting effects cast by other creatures. This ability is an Enchantment, Mind-Affecting, Compulsion effect. The vampire may use this ability at will. Use of this ability costs 1 Vitae.
- Lust: The affected creature will become much more susceptible to an opportunity to become physically intimate with a creature of the vampire’s choice, including the vampire themselves. The creature need not be of the same species as the affected creature, and may even be undead, but the creature must have a comparable anatomy to the affected creature. Examples of actions the affected creature might take: Be easily seduced, grope inappropriately if given permission.
- Gluttony: The affected creature will seek to over indulge themselves when given the opportunity. The creature will over-consume food and resources at their disposal. Affected creatures may eat too much, spend too much money on entertainment or attire, or other acts of unnecessity. Examples of actions the affected creature might take: Eat until they can’t eat anymore, spend a good chunk of money for entertainment even when it would be disadvantageous.
- Greed: The affected creature will seek to acquire and horde more wealth. They will break the law, but only if they can be convinced to do so; however, they will be more easily convinced due to the effects of the compulsion. Examples of actions the affected creature might take: Petty theft, refuse to donate to charity.
- Sloth: The affected creature will lose their drive to do many of the things they do normally enjoy doing. They will become lazy and slightly apathetic. They will seek to avoid labor that they don’t enjoy doing, rarely quitting their job to do so. They won’t care much about maintaining relationships with people they aren’t close to, but will attempt to maintain them, but only if the other party takes the initiative. Examples of actions the affected creature might take: Laze about for a good portion of the day, ignore non-essential responsibilities.
- Wrath: The affected creature will become angry and remain so about 50% of the time for as long as they are affected by this ability. They will respond to any threat or act of aggression, real or imagined, with mild violence, often seeking to harm the offender. Examples of actions the affected creature might take: Insult anyone who acts aggressively towards them, beat a stranger for annoying them, commit murder out of self-defense even if the offender could have merely been disabled.
- Envy: The affected creature will become jealous of everyone who isn’t a friend or in their family, believing that they could have gotten a longer stick in life. They will seek to gain the things that they want but do not have, but only through legal means, unless they believe they can get away with it. Examples of actions the affected creature might take: Act jealously towards strangers, steal from stranger, seek to humiliate rivals.
- Pride: The affected creature will become arrogant and egotistical, believing themselves superior to those they do not know. They will scoff at the very thought that someone they have never heard of is better than them in some aspect or talent. They will overestimate their own abilities, while underestimating most others, but only to a limited degree. If presented with a challenge, they will gladly take it on, unless they are clearly incapable of succeeding or if the challenge is dangerous. Examples of actions the affected creature might take: Fighting an obviously superior opponent if provoked, believing they can jump 100ft to the other side of the cliff, boast about their superiority unless doing so would provoke the wrath of an obviously superior opponent.
- Emotion (Su): The vampire may use this ability 3 times per day. This ability duplicates the effect of one of the following spells: Crushing Despair, Good Hope, Heroism, or Rage. The vampire must select which spell this ability duplicates upon using it.
- Lover’s Kiss (Ex): The vampire may inject a venom via their fangs. The target must make a Fortitude save or suffer the effects of the poison. The poison deals 1d4 Charisma Drain and causes the creature to become infatuated with the vampire. This infatuation works like the Charm and Sympathy spells combined, except the object in question is the vampire, and the target is the creature suffering from the poison. This infatuation lasts until the creature is healed of the charisma drain. The vampire may only have 1 creature infatuated with them by this venom, so if the vampire uses this venom on a different creature, and said creature fails their fortitude save, the previous one is released of their infatuation. Being released in this manner does not restore the charisma drain. The vampire may not release a creature of this ability at will, they must either exceed their limit of affected creatures, or the affected creature must be cured of its Charisma Drain. The vampire produces enough venom to use this power once per day. This ability does not always work to the vampire’s advantage. Infatuated creatures have been known to attempt, sometimes successfully, to kidnap and imprison the vampire so they may always be close to them. Affected creatures may be driven to other extremes, depending on the individual.
- Vampiric Siren’s Song (Su) once per 3 days (Area of effect is 100yrds +10yrds/level (Max +100). Duration is 10 minutes +5 minutes/bard level (Max +30). This spell enables the vampire to sing with an enchanting beauty so magnificent that any humanoid and monstrous humanoid within the area of effect must make a Will save at a –2 penalty or be charmed. In addition, the vampire may choose to have the closest affected creature to the vampire to immediately proceed to the vampire’s location in a dazed like state. The creature acts as though under the effects of the Beckoning Call spell (see Fiendish Codex I pg 91) except as noted here. The creature will take no action against the vampire and will do nothing but stand there for the duration of the charm or until the vampire releases them from the charm. Upon regaining their normal state of mind, the creature will not remember their encounter with the vampire). This is a Mind-Affecting Compulsion effect; however, creatures do not need to hear the song to be affected, they simply need to be within range.
- Category B Vampires:
- +4 to Cha
- -4 racial penalty to all Will saves versus Compulsion effects
- +6 racial bonus to Craft, Perform, and Sense Motive checks. The vampire does not gain this bonus on Bluff checks made to mask their thoughts/emotions
- Experience requirements to gain levels in the Bard class are reduced by 20%
- Emotions are more pronounced and harder to control, causing the vampire to suffer a -10 racial penalty to Bluff checks when attempting to mask their thoughts/emotions
- Charm Gaze adds an additional –4 penalty to saving throws and may affect creatures immune to Charm, but at only ½ DC
- May use Suggestion 4 times per day as a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- Gain the feats: Alluring, Jack of All Trades, Lingering Song, Requiem, Persuasive, Subsonics, Trustworthy
- May use Bardic Music +4 times per day
- Ends of Humanity (Ex): The vampire’s natural affinity for the emotions that most undead have trouble experiencing, or simply do not experience at all, can be used as a tool to fight the Beast. The vampire gains a +4 bonus to resist all Frenzy Checks.
- Shape of Sound (Su): As a Standard Action, the vampire may assume the form of sound. In this form, it is pure and beautiful sound. It may end this form as a Free Action. It is Invisible, Incorporeal, and has a fly speed of 40 (perfect), or 80ft (perfect) in water. It appears as a feint shimmer of light to those that defeat the invisibility, such as when using a See Invisiblity spell. All creatures within 40ft of the vampire, 80ft in water, hear delightful and beautiful noises. The vampire cannot pass through areas of magical silence while in this form.
- Melodic Charm (Su): For every round the vampire plays an instrument or sings, those listening suffer a cumulative -1 penalty to their saves against the vampire’s Charm Gaze (max penalty equal to the vampire’s HD). This penalty lasts for a number of rounds equal to the vampire’s Charisma Modifier after the vampire stops playing or singing. Additionally, if the vampire plays a musical instrument or sings while using its Charm Gaze, all listening suffer an additional -2 to their saves. This is a Mind-Affecting Enchantment effect that only affects living creatures.
- Clutch of Vice (Su): The vampire may amplify any of the seven deadly sins within a living creature with at least 3 intelligence. The targeted creature must succeed a Will saving throw or fall under its effects. The vampire may enhance them to a moderate degree, but may enhance them to a smaller degree if they so desire (Limited). Use the effects described in the Category C entry of the Haarvenu bloodline for how Limited enhancements work. This ability is delivered as a gaze attack. The vampire may only enhance one of the seven deadly sins within a creature at a time, and may only affect a number of creatures at a time equal to their Charisma Modifier. The effects last for a number of hours equal to the vampire’s Charisma Modifier. The vampire may reset the duration by using this ability on the affected creature again. While under the effects of Clutch of Vice, the affected creature suffers a -4 penalty to all saves made to resist Compulsion, Enchantment, and Mind-Affecting effects cast by the vampire but a +4 bonus to all saves made to resist Compulsion, Enchantment, and Mind-Affecting effects cast by other creatures. This is an Enchantment, Mind-Affecting, Compulsion effect. The vampire may use this ability at will. Use of this ability costs 1 Vitae. The vampire may use this ability while using Mask of Mortality.
- Lust: The affected creature will seek some opportunities to become physically intimate with a creature of the vampire’s choice, including the vampire themselves. The creature need not be of the same species as the affected creature, and may even be undead, but the creature must have a comparable anatomy to the affected creature. The vampire may also cause the creature to crave physical intimacy in general. Examples of actions the affected creature might take: Pressure for intercourse, grope inappropriately without permission.
- Gluttony: The affected creature will seek to over indulge themselves. The creature will over-consume food and resources at their disposal. Affected creatures may eat far too much, spend too much money on entertainment or attire, or other acts of unnecessity. Examples of actions the affected creature might take: Eat until they can’t eat anymore at every single meal, spend a large amount of money for entertainment.
- Greed: The affected creature will seek to acquire and horde a large amount of wealth. They will betray colleagues if necessary, but never friends or family. They will break the law if they believe they can get away with it, but will be hesitant to do so. Examples of actions the affected creature might take: Commit extortion or other illegal acts so long as no one is harmed, steal from strangers, refuse to donate to charity.
- Sloth: The affected creature will lose their drive to do most things they do normally enjoy doing. They will become lazy and moderately apathetic. They will seek to avoid labor that they don’t enjoy doing, occasionally quitting their job. They won’t care about maintaining relationships with people they aren’t close to, and will act coldly towards those they aren’t close to, possibly resulting in the loss of friends and perhaps even family. Examples of actions the affected creature might take: Laze about most of the day day, quite their job so they can sleep, ignore non vital responsibilities.
- Wrath: The affected creature will become very angry and remain so about 70% of the time for as long as they are affected by this ability. They will respond to any threat or act of aggression, real or imagined, with violence, often seeking to seriously harm the offender. Examples of actions the affected creature might take: Insult anyone who acts aggressively towards them, beat a stranger to an inch from death for annoying them, commit murder for a moderate act of aggression.
- Envy: The affected creature will become jealous of everyone outside their family, believing that they could have gotten a much longer stick in life. They will seek to gain the things that they want but do not have, even if it means breaking the law, but only if they believe, or are convinced, they can get away with it, and will still be hesitant to do so. Examples of actions the affected creature might take: Act jealously towards friends, steal from closet friend, seek to humiliate rivals.
- Pride: The affected creature will become arrogant and egotistical, believing themselves superior to most others. They will scoff at the very thought that someone not of great renown is better than them in some aspect or talent. They will overestimate their own abilities, while underestimating most others, but only to a moderate degree. If presented with a challenge, they will gladly take it on, unless they are clearly incapable of succeeding. Examples of actions the affected creature might take: Fighting an obviously superior opponent, believing they can jump 200ft to the other side of the cliff, boast about their superiority unless doing so would provoke the wrath of an obviously superior opponent.
- Emotion (Su): The vampire may use this ability 6 times per day. This ability duplicates the effect of one of the following spells: Crushing Despair, Good Hope, Heroism, or Rage. The vampire must select which spell this ability duplicates upon using it. The vampire may use this ability while using Mask of Mortality.
- Lover’s Kiss (Ex): The vampire may inject a venom via their fangs. The target must make a Fortitude save at a –2 penalty or suffer the effects of the poison. The poison deals 1d6 Charisma Drain and causes the creature to become infatuated with the vampire. This infatuation works like the Charm and Sympathy spells combined, except the object in question is the vampire, and the target is the creature suffering from the poison. This infatuation lasts until the creature is healed of the charisma drain. The vampire may only have 3 creatures infatuated with them by this venom, so if the vampire uses this venom on a different creature, and said creature fails their fortitude save, the vampire must release one of the 3 previous ones of their infatuation. Being released in this manner does not restore the charisma drain. The vampire may not release a creature of this ability at will, they must either exceed their limit of affected creatures, or the affected creature must be cured of its Charisma Drain. The vampire produces enough venom to use this power three times per day. This ability does not always work to the vampire’s advantage. Infatuated creatures have been known to attempt, sometimes successfully, to kidnap and imprison the vampire so they may always be close to them. Affected creatures may be driven to other extremes, depending on the individual.
- Song of Despair (Su): The vampire can sing a black melody of deepest despair. So long as the vampire sings, all living creatures within 60ft of the vampire must succeed a Will save or be filled with intense feelings of hopelessness and despair. This has the same effects as the spell Crushing Despair, but has double effects. These effects last as long as the vampire sings and for 1d4 minutes afterwards.
- Song of Death (Su): Once per day as a Full-Round Action, the vampire can sing a terrible melody of death and decay. This has the same effect as the Wail of the Banshee spell.
- Song of Lovers Parted (Su): The vampire can sing a sorrowful melody of dark sadness. So long as the vampire sings, all living creatures within 100ft of the vampire must succeed a Will save or be filled with intense feelings of heart-wrenching sadness. Affected creatures see the vampire as the source of their sadness and must do everything in their power to stay at least 100ft away from the vampire. Affected creatures are still aware of their surroundings and creatures attacking affected creatures are at no special advantage; however, affected creatures must take actions such that on the end of their turn they are farther away from the vampire until they are at least 100ft away. If an affected creature is within 100ft of the vampire at the end of its turn (the affected creature’s), it must succeed another Will save or spend one Move-Equivalent Action on its next turn weeping in sorrow, causing it to suffer a -2 penalty to its Armor Class until its next turn. This crushing sadness causes affected creatures to become slowed as per the spell Slow. These effects last as long as the vampire sings and for 1d4 rounds afterwards. This is a Sonic-based Mind-Affecting Compulsion effect.
- Vampiric Siren’s Song (Su) once per day (Area of effect is 150yrds +20yrds/level (Max +200). Duration is 20 minutes +10 minutes/bard level (Max +60). This ability enables the vampire to sing with an enchanting beauty so magnificent that any humanoid and monstrous humanoid within the area of effect must make a will save at a –4 penalty or be charmed. In addition, the vampire may choose to have the closest affected humanoid to the vampire to immediately proceed to the vampire’s location in a dazed like state. The creature acts as though under the effects of the Beckoning Call spell (see Fiendish Codex I pg 91) except as noted here. The creature will take no action against the vampire and will do nothing but stand there for the duration of the charm or until the vampire releases them from the charm. Upon regaining their normal state of mind, the creature will not remember their encounter with the vampire). This is a Mind-Affecting Compulsion effect; however, creatures do not need to hear the song to be affected, they simply need to be within range.
- Category A Vampires:
- Experience requirements to gain levels in the Bard class are reduced by 50%
- Emotions are more pronounced and harder to control, causing the vampire to suffer a -20 racial penalty to Bluff checks when attempting to mask their thoughts/emotions
- Subject to wild mood swings
- Do not retain humanity as easily (though one could argue that “humanity” is not something a Pureblood had in the first place)
- Have a tendency to be whimsical
- +10 racial bonus to Craft, Perform, and Sense Motive checks. The vampire does not gain this bonus on Bluff checks made to mask their thoughts/emotions
- May use Bardic Music +6 times per day
- Gain the feats: Alluring, Trustworthy, Extra Music, Jack of All Trades, Lingering Song, Requiem, Subsonics
- When the vampire speaks, they may cause their voice to have the same effects as the Suggestion or Mass Suggestion spell at will. The suggestion will last for 24hrs + a number of hours equal to twice the vampire's Bard caster level, and affected creatures make their save at a –6 penalty; however, creatures with less than 10 HD do not receive a saving throw of any kind. A creature does not have to see the vampire for the suggestion to work; they need only hear the vampire’s voice. This power can also be used with telepathy, as if it were a telepathic suggestion. This is an Enchantment (Compulsion) effect when used vocally, and a Telepathy (Compulsion) effect when used telepathically. Both are Mind-Affecting Language Dependent effects. This is a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- Shape of Sound (Su): As a Standard Action, the vampire may assume the form of sound. In this form, it is pure and beautiful sound. It may end this form as a Free Action. It is Invisible, Incorporeal, and has a fly speed of 100 (perfect), or 200ft (perfect) in water. It appears as a feint shimmer of light to those that defeat the invisibility, such as when using a See Invisiblity spell. All creatures within 100ft of the vampire, 200ft in water, hear delightful and beautiful noises. The vampire cannot pass through areas of magical silence while in this form.
- Melodic Charm (Su): For every round the vampire plays an instrument or sings, those listening suffer a cumulative -2 penalty to their saves against the vampire’s Charm Gaze and Suggestion voice attacks (max penalty equal to the vampire’s HD). This penalty lasts for a number of rounds equal to the vampire’s Charisma Modifier after the vampire stops playing or singing. Additionally, if the vampire plays a musical instrument or sings while using its Charm Gaze or Suggestion voice, all listening suffer an additional -2 to their saves. This is a Mind-affecting Enchantment effect that only affects living creatures.
- Clutch of Vice (Su): The vampire may amplify any of the seven deadly sins within a living creature with at least 3 intelligence. The targeted creature must succeed a Will saving throw or fall under its effects. The vampire may enhance them to a great degree, but may enhance them to a smaller degree if they so desire (Limited or Moderate). Use the effects described in the Category C and B entries of the Haarvenu bloodline for how Limited and Moderate enhancements work. The target must either make eye contact with the vampire or hear the vampire's voice, either vocally or via telepathy. The vampire may only enhance one of the seven deadly sins within a creature at a time, and may only affect a number of creatures at a time equal to their Charisma Modifier. The effects last for a number of hours equal to the vampire’s Charisma Modifier. The vampire may reset the duration by using this ability on the affected creature again. While under the effects of Clutch of Vice, the affected creature suffers a -8 penalty to all saves made to resist Compulsion, Enchantment, and Mind-Affecting effects cast by the vampire but a +8 bonus to all saves made to resist Compulsion, Enchantment, and Mind-Affecting effects cast by other creatures. This is an Enchantment, Mind-Affecting, Compulsion effect. The vampire may use this ability at will. Use of this ability costs 1 Vitae. The vampire may use this ability while using Mask of Mortality.
- Lust: The affected creature will seek every opportunity to become physically intimate with a creature of the vampire’s choice. The creature need not be of the same species as the affected creature, and may even be undead, but the creature must have a comparable anatomy to the affected creature. The vampire may also cause the creature to crave physical intimacy in general. Examples of actions the affected creature might take: Continuously pressure for intercourse, grope inappropriately without permission, commit rape.
- Gluttony: The affected creature will eagerly seek to gorge themselves. The creature will over-consume food and resources at their disposal. Affected creatures may eat far too much, spend too much money on entertainment or attire, or other acts of unnecessity. Examples of actions the affected creature might take: Eat until they vomit, spend excessive amounts of money for entertainment.
- Greed: The affected creature will seek to acquire and horde as much wealth as possible. They will betray friends and even family if necessary. They will break the law if they believe, or are convinced, they can get away with it. Examples of actions the affected creature might take: Commit extortion or other illegal acts even if lawful good aligned, steal from family members, refuse to donate to charity.
- Sloth: The affected creature will lose their drive to do almost everything. They will become exceedingly lazy and apathetic. They will seek to avoid labor of any kind, even if it means losing their job. They won’t care about maintaining their relationships, and will act coldly to others, possibly resulting in the loss of friends and perhaps even family. Examples of actions the affected creature might take: Laze about all day, quite their job so they can sleep, break off relations so people won’t bother them.
- Wrath: The affected creature will become excessively angry and remain so for as long as they are affected. They will respond to any slight, real or imagined, with violence, often seeking to kill the offender. Examples of actions the affected creature might take: Insult anyone and everyone that says a word to the creature, beat a child to an inch from death for poking them with a stick, commit murder for an obviously petty reason.
- Envy: The affected creature will become jealous of everyone, believing that they have gotten the short end of the stick in life. They will seek to gain the things that they want but do not have, even if it means breaking the law, but only if they believe, or are convinced, they can get away with it. Examples of actions the affected creature might take: Act jealously towards friends and family, steal from closet friend, seek to humiliate others.
- Pride: The affected creature will become exceedingly arrogant and egotistical, believing themselves superior to all others. They will scoff at the very thought at someone else is better than them in some aspect or talent. They will greatly overestimate their own abilities, while underestimating all others. If presented with a challenge, they will gladly take it on, even if they are clearly incapable of succeeding. Examples of actions the affected creature might take: Fighting an obviously superior opponent, believing they can jump 1,000ft to the other side of the cliff, boast about their superiority even if doing so would provoke the wrath of another.
- Emotion (Su): The vampire may use this ability at will. This ability duplicates the effect of one of the following spells: Crushing Despair, Good Hope, Heroism, or Rage. The vampire must select which spell this ability duplicates upon using it. The vampire may use this ability while using Mask of Mortality.
- Lover’s Kiss (Ex): The vampire may inject a venom via their fangs. The target must make a Fortitude save at a –5 penalty or suffer the effects of the poison. The poison deals 2d4 Charisma Drain and causes the creature to become infatuated with the vampire. This infatuation works like the Charm and Sympathy spells combined, except the object in question is the vampire, and the target is the creature suffering from the poison. This infatuation lasts until the creature is healed of the charisma drain. The vampire may only have 6 creatures infatuated with them by this venom, so if the vampire uses this venom on a different creature, and said creature fails their fortitude save, the vampire must release one of the 6 previous ones of their infatuation. Being released in this manner does not restore the charisma drain. The vampire may not release a creature of this ability at will, they must either exceed their limit of affected creatures, or the affected creature must be cured of its Charisma Drain. The vampire’s body rapidly reproduces this venom, so they may use as often as they want. This ability does not always work to the vampire’s advantage. Infatuated creatures have been known to attempt, sometimes successfully, to kidnap and imprison the vampire so they may always be close to them. Affected creatures may be driven to other extremes, depending on the individual. Such attempts on a Pureblood are likely to end it utter failure.
- Song of Despair (Su): The vampire can sing a black melody of deepest despair. So long as the vampire sings, all living creatures within 120ft of the vampire must succeed a Will save or be overwhelmed with intense feelings of hopelessness and despair. This has the same effects as the spell Crushing Despair, but has quadruple effects. These effects last as long as the vampire sings and for 2d4 minutes afterwards.
- Song of Death (Su): As a Full-Round Action, the vampire can sing a terrible melody of death and decay. This has the same effect as the Wail of the Banshee spell. After the vampire uses this ability, it must wait 1d4 minutes before using it again.
- Song of Lovers Parted (Su): The vampire can sing a sorrowful melody of dark sadness. So long as the vampire sings, all living creatures within 200ft of the vampire must succeed a Will save or be filled with intense feelings of heart-wrenching sadness. Affected creatures see the vampire as the source of their sadness and must do everything in their power to stay at least 200ft away from the vampire. Affected creatures are still aware of their surroundings and creatures attacking affected creatures are at no special advantage; however, affected creatures must take actions such that on the end of their turn they are farther away from the vampire until they are at least 200ft away. If an affected creature is within 200ft of the vampire at the end of its turn, it must succeed another Will save or spend one Move-Equivalent Action on its next turn weeping in sorrow, causing it to suffer a -2 penalty to its Armor Class until its next turn. This crushing sadness causes affected creatures to become slowed as per the spell Slow. These effects last as long as the vampire sings and for 2d6 rounds afterwards. This is a Sonic-based Mind-Affecting Compulsion effect.
- Vampiric Siren’s Song (Su) at will (Area of effect is 300yrds +40yrds/level (Max +400). Duration is 40 minutes +20 minutes/bard level (Max +120). This ability enables the vampire to sing with an enchanting beauty so magnificent that any humanoid and monstrous humanoid within the area of effect must make a will save at a –6 penalty or be charmed. In addition, the vampire may select one affected creature of their choice. The selected creature will immediately proceed to the vampire’s location in a dazed like state. The creature acts as though under the effects of the Beckoning Call spell (see Fiendish Codex I pg 91) except as noted here. The creature will take no action against the vampire and will do nothing but stand there for the duration of the charm or until the vampire releases them from the charm. Upon regaining their normal state of mind, the humanoid will not remember their encounter with the vampire). This is a Mind-Affecting Compulsion effect; however, creatures do not need to hear the song to be affected, they simply need to be within range.
- Note: It is probably unnecessary to say but for the sake of avoiding arguments on the game table I will say it anyway. The vampire can take no other actions while it is singing. Each turn taken to maintain a song, or to start a new one, is considered to consume all of the vampire’s time.
Invernus
- This bloodline derives their power from the savage and wild nature of vampirism itself. Their blood focuses that power to augment the vampire, especially during frenzy. Outwardly, Invernus vampires appear calm, almost emotionless, but they are turbulent on the inside. Invernus vampires are often considered insane by long-term observers, who don’t understand what is really happening. They are in an eternal struggle against their own instincts, frequently lapsing into a frenzy. This is why they have such an unnatural calm about them; they are usually focused on controlling themselves. Invernus vampires possess the unique ability to cause themselves to frenzy of their own accord. If someone is turned into an Invernus vampire and they do not have the Barbarian class, than they will gain the Barbarian class as if they were a multi-class user. This bloodline posed a danger to The Masquerade, and so the Ring of Purebloods had their ilk eliminated thousands of years ago.
- Category C Vampires:
- Experience requirements for gaining levels in the Barbarian class is reduced by 10%
- +2 to Str
- +6 racial bonus to Bluff checks
- -1 penalty to all Frenzy Checks
- May Rage an additional 2 times per day
- Induce Frenzy (Ex): Once per day, the vampire may call forth their Beast and force themselves to Frenzy. When the vampire frenzies in this manner, they retain their control over themselves, but only for a number of rounds equal to their Charisma Modifier x 2. After those rounds end, the frenzy ends automatically. The vampire receives an additional -2 penalty to Frenzy Checks for 24hrs after using this ability.
- Augmented Frenzy (Ex): When the vampire frenzies, it receives the following bonuses. These bonuses stack with the bonuses granted by frenzying.
- +4 bonus to Str, Dex, Regeneration
- +2 bonus to all saving throws
- Category B Vampires:
- Experience requirements for gaining levels in the Barbarian class is reduced by 20%
- +2 to Str
- +8 racial bonus to Bluff checks
- -2 penalty to all Frenzy Checks
- May Rage an additional 4 times per day
- Induce Frenzy (Ex): Once per day, the vampire may call forth their Beast and force themselves to Frenzy. When the vampire frenzies in this manner, they retain their control over themselves, but only for a number of rounds equal to their Charisma Modifier x 4. After those rounds end, the frenzy ends automatically. The vampire receives an additional -2 penalty to Frenzy Checks for 24hrs after using this ability.
- Augmented Frenzy (Ex): When the vampire frenzies, it receives the following bonuses. These bonuses stack with the bonuses granted by frenzying.
- +6 bonus to Str, Dex, Regeneration
- +4 bonus to all saving throws
- Category A Vampires:
- Experience requirements for gaining levels in the Barbarian class is reduced by 50%
- -4 penalty to all Frenzy Checks
- May Rage an additional 8 times per day
- Induce Frenzy (Ex): Once per day, the vampire may call forth their Beast and force themselves to Frenzy. When the vampire frenzies in this manner, they retain their control over themselves, but only for a number of minutes equal to their Charisma Modifier. After those minutes end, the frenzy ends automatically. The vampire receives an additional -2 penalty to Frenzy Checks for 24hrs after using this ability.
- Augmented Frenzy (Ex): When the vampire frenzies, it receives the following bonuses. These bonuses stack with the bonuses granted by frenzying.
- +10 bonus to Str, Dex, Regeneration
- +6 bonus to all saving throws
- Note: When determining how long the vampire’s rage ability lasts, use the vampire’s Charisma Modifier in place of their Constitution Modifier
Keerilth
- While considered to be one of the weaker bloodlines, Keerilth vampires may assume gaseous form at will and have fewer restrictions while in this form. Certainly it is a useful means of escape or infiltration.
- Category C Vampires:
- +2 to Str
- Gaseous Form (Su): As a Standard Action, the vampire may assume Gaseous Form as the spell at will. The vampire may end this ability as a Free Action.
- Rejuvination (Ex): If the vampire’s hitpoints are reduced to 0 (or if it is ever instantly destroyed, such as by a Disintigrate or Sunburst spell), it automatically assumes its Gaseous Form and cannot assume a different form. In this state, it is immune to all damage except for natural sunlight (or true sunlight spells such as Sunburst). If it is damaged by natural sunlight or a true sunlight spell while in this state, it disperses and is utterly destroyed. It may move about as normal, but disperses and is utterly destroyed after 2hrs. The vampire can avoid destruction by retreating to its coffin or its Place or Rest before the 2hrs have past. If it does this, it reforms and regains 1hp after 12hrs of rest, and is helpless and unconscious until then. During this time, normal means of healing do not work on the vampire. If the vampire’s body is disturbed before it regains a hitpoint, the 12hr period starts over. Afterwards, healing returns to normal, loses its immunity to damage, and regains mobility and consciousness. The vampire is instantly slain if it is staked before it regains a hitpoint, but the vampire automatically revives if the stake is ever removed; even if the vampire has turned to dust, the dust will reform and the vampire will rise once again. The vampire may only be truly destroyed by decapitation while it is in its helpless state. It may also be truly destroyed by natural sunlight regardless of whether or not it is in its helpless state.
- Noxious Breath (Ex): The vampire can breathe a cloud of toxins in a 10ft long and 5ft wide cone. These toxins are not harmful to the dead, but deal 2d6 points of damage to all living beings in the area of effect. This power causes dizziness and nausea as per the spell stinking cloud (Fortitude save or be nauseated for 1d4 rounds). If you so choose, you can forego any damage inflicted to raise the Nausea DC by 5. Creatures with HD that totals less than ¼ of the vampire’s HD will be overwhelmed by the stench and pass into unconsciousness for 1d4 rounds. The vampire can only use your noxious breath attack once every 6 rounds.
- Shape of Ice (Ex): As a move-equivalent action, the vampire can transform into a hazy mist of freezing, razor-sharp particles of an area no greater than 10ft by 10ft by 10ft. The vampire can move at 30 ft (good). Any creature entering the mist takes 1d4 points of slashing damage per round and living creatures suffer an additional 1d4 points of cold damage (no save). This power lasts for 1d4 rounds +1 round/HD of the vampire. The vampire may only use this power once per day.
- Category B Vampires:
- +2 to Str
- Gain the feat: Lingering Breath (Noxious Breath)
- Gaseous Form (Su): As a Standard Action, the vampire may assume Gaseous Form as the spell at will, except that it moves at twice the normal speed for Gaseous Form. The vampire may end this ability as a Free Action.
- Rejuvination (Ex): If the vampire’s hitpoints are reduced to 0 (or if it is ever instantly destroyed, such as by a Disintigrate or Sunburst spell), it automatically assumes its Gaseous Form and cannot assume a different form. In this state, it is immune to all damage except for natural sunlight (or true sunlight spells such as Sunburst). If it is damaged by natural sunlight or a true sunlight spell while in this state, it disperses and is utterly destroyed. It may move about as normal, but disperses and is utterly destroyed after 6hrs. The vampire can avoid destruction by retreating to its coffin or its Place or Rest before the 6hrs have past. If it does this, it reforms and regains 1hp after 6hrs of rest, and is helpless and unconscious until then. During this time, normal means of healing do not work on the vampire. If the vampire’s body is disturbed before it regains a hitpoint, the 6hr period starts over. Afterwards, healing returns to normal, loses its immunity to damage, and regains mobility and consciousness. The vampire is instantly slain if it is staked before it regains a hitpoint, but the vampire automatically revives if the stake is ever removed; even if the vampire has turned to dust, the dust will reform and the vampire will rise once again. The vampire may only be truly destroyed by decapitation while it is in its helpless state. It may also be truly destroyed by natural sunlight regardless of whether or not it is in its helpless state.
- Noxious Breath (Ex): The vampire can breathe a cloud of toxins in a 20ft long and 10ft wide cone. These toxins are not harmful to the dead, but deal 3d6 points of damage to all living beings in the area of effect. This power causes dizziness and nausea as per the spell stinking cloud (Fortitude save with a -2 penalty or be nauseated for 2d4 rounds). If you so choose, you can forego any damage inflicted to raise the Nausea DC by 10. Creatures with HD that totals less than 1/3 of the vampire’s HD will be overwhelmed by the stench and pass into unconsciousness for 2d4 rounds. The vampire can only use your noxious breath attack once every 3 rounds.
- Shape of Ice (Ex): As a move-equivalent action, the vampire can transform into a hazy mist of freezing, razor-sharp particles of an area no greater than 20ft by 20ft by 20ft. The vampire can move at 60 ft (good). Any creature entering the mist takes 1d6 points of slashing damage per round and living creatures suffer an additional 1d4+3 points of cold damage (no save). The chill is so intense that all living beings must make a Fortitude save. Those that resist are dazed until the end of the round. Those that fail are dazed and suffer 1 point of Strength and Dexterity damage. This save must be made every other round. This power lasts for 2d4 rounds +2 round/HD of the vampire. The vampire may only use this power 3 times per day.
- Category A Vampires:
- Gain the feats: Clinging Breath (Noxious Breath), Lingering Breath (Noxious Breath)
- Gaseous Form (Su): As a Standard Action, the vampire may assume Gaseous Form as the spell at will, except that it moves at 5x the normal speed for Gaseous Form. The vampire may end this ability as a Free Action.
- Noxious Breath (Ex): The vampire can breathe a cloud of toxins in a 50ft long and 25ft wide cone. These toxins are not harmful to the dead, but deal 5d6 points of damage to all living beings in the area of effect. This power causes dizziness and nausea as per the spell stinking cloud (Fortitude save with a -5 penalty or be nauseated for 4d4 rounds). If you so choose, you can forego any damage inflicted to raise the Nausea DC by 20. Creatures with HD that totals less than of the vampire’s will be overwhelmed by the stench and pass into unconsciousness for 4d4 rounds. The vampire can only use your noxious breath attack once every round.
- Shape of Poison (Ex): The vampire can transform into a cloud of noxious mist that acts like the spell cloudkill (caster level equal to the vampire’s). It has fly 20 ft (perfect) and it lasts for as long as the vampire wills it. It is treated as being under the effects of Gaseous Form for the purposes of determining how it may interact with its environment.
- Shape of Ice (Ex): As a move-equivalent action, the vampire can transform into a hazy mist of freezing, razor-sharp particles of an area no greater than 30ft by 30ft by 30ft. The vampire can move at 80 ft (perfect). Any creature entering the mist takes 2d6 points of slashing damage per round and living creatures suffer an additional 2d4+5 points of cold damage (no save). The chill is so intense that all living beings must make a Fortitude save. Those that resist are dazed until the end of the round. Those that fail are dazed and suffer 1 point of Strength and Dexterity damage. This save must be made every other round. This power lasts as long as the vampire wills it and they may use it at will.
Khulari
- Vampires were created by the dark god Molag Bal, because of this, one aspect of vampirism is an affinity for the outer realms of Oblivion and the lower realms. This bloodline focuses on that affinity, and its members are powerful conjurers. If someone is turned and they do not have the Conjurer Specialist or Wizard class, than they will gain the class of their sire as if they were a multi-class user. They are less physically imposing as some of the other bloodlines. They prefer the blood of evil beings. Khulari appear more fiendish than others of their kind, as if they had the fiendish template, but they do not actually have the fiendish template.
- Category C Vampires:
- +2 to Int, Wis
- Experience required to level up the conjurer specialist class is reduced by 10%
- When the vampire must give something of themselves, they are able to draw energy from the Abyss to pay part of the price. All XP costs are reduced by 10%
- Conjuration/Summoning spells are 10% more powerful
- +4 spell slots for all spell levels
- Gain SR equal to the vampire’s HD + 5 (maximum 25)
- Gain Fire Resistance 10
- Gain the feats: Spell Focus (Conjuration), Augment Summoning
- Can smell the evil in a being. The more evil, the stronger the scent. Conversely, the less evil, the weaker the scent. This ability functions in the same manner as Detect Evil but the vampire is never overwhelmed. This ability is treated as being always active and is an extraordinary ability. This ability cannot be fooled by effects that mask alignment, such as undetectable alignment
- May Summon Monster IV as a spell-like ability a number of times per day equal to their Charisma modifier. This ability may only be used as an evil spell.
- May Smite Good (the creature can make a normal melee attack to deal extra damage equal to its level (maximum of +20) against a foe of any good alignment) once per day as a supernatural ability
- May use Fog Cloud once per day as a spell-like ability
- May Dispel Good once per day as a spell-like ability
- May use Dismissal once per day as a spell-like ability
- When dealing with Outsiders of any-evil alignment, the vampire gains a +2 racial bonus to all checks
- Gain the ability to speak Infernal and Abyssal
- Blood Summoning (Su): Once per month, the vampire may creature a summoning circle with their own blood (the vampire uses enough blood that they immediately become hungry). The vampire splashes their blood upon some solid surface and the blood then moves of its own accord, forming the necessary runes, diagrams, whatever…This ability functions as the Lesser Planar Binding spell except as noted here. This ability may only be used to bind a Fiend. The binding is automatically enchanted with a Dimensional Anchor and a Magical Circle against Evil turned inward. This ability requires a Full-Round Action to use.
- Evil Gaze (Su): As a gaze attack, the vampire may force a creature to make a Will save or be paralyzed with fear for 2d6 rounds. Whether or not the save is successful, that creature cannot be affected again by the vampire’s gaze for 24 hours. Creatures normally immune to paralysis are not immune to this effect, since it is a mental, rather than physical paralysis. This is a mind-affecting fear effect. The save DC is Charisma-based.
- Bless Vulnerability (Ex): If the vampire uses its Blood Drain attack on a living creature under the effects of a Bless spell cast by a good aligned caster, its body immediately rejects the blood. The vampire violently vomits up the blood so consumed, plus additional blood already absorbed into its body, causing it to lose 1d4+1 Vitae points. During this round, the vampire cannot take any action and loses its Dexterity bonus to its armor class. The caster of the Bless spell must receive its powers from a nonevil outsider or deity or this vulnerability is bypassed.
- Category B Vampires:
- +3 to Int, Wis
- Experience required to level up the conjurer specialist class is reduced by 20%
- When the vampire must give something of themselves, they are able to draw energy from the Abyss to pay part of the price. All XP costs are reduced by 25%
- Conjuration/Summoning spells are 25% more powerful
- +6 spell slots for all spell levels
- Gain SR equal to the vampire’s HD + 5 (maximum 25)
- Gain Fire Resistance 10
- Gain the feats: Spell Focus (Conjuration), Augment Summoning
- Can smell the evil in a being. The more evil, the stronger the scent. Conversely, the less evil, the weaker the scent. This ability functions in the same manner as Detect Evil but the vampire is never overwhelmed. This ability is treated as being always active and is an extraordinary ability. This ability cannot be fooled by effects that mask alignment, such as undetectable alignment
- Gain the Planar Turning feat, Spell Focus (Conjuration), Augment Summoning
- May Summon Monster VI as a supernatural ability a number of times per day equal to their Charisma modifier. This ability may only be used as an evil spell.
- May use Fog Cloud 4 times per day as a spell-like ability
- May Smite Good 3 times per day (the creature can make a normal melee attack to deal extra damage equal to its level (maximum of +20) against a foe of any good alignment) as a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- May Dispel Good 3 times per day as a spell-like ability. The vampire may use this ability while using Mask of Mortality.
- May use Dismissal 3 times per day as a supernatural ability
- When dealing with Outsiders of any evil alignment, the vampire gains a +4 racial bonus to all checks
- Gain the ability to speak Infernal and Abyssal
- Blood Summoning (Su): Once per week, the vampire may creature a summoning circle with their own blood (the vampire uses enough blood that they immediately become hungry). The vampire splashes their blood upon some solid surface and the blood then moves of its own accord, forming the necessary runes, diagrams, whatever…This ability functions as the Planar Binding spell except as noted here. This ability may only be used to bind a Fiend. The binding is automatically enchanted with a Dimensional Anchor and a Magical Circle against Evil turned inward. This ability requires a Full-Round Action to use.
- Evil Gaze (Su): As a gaze attack, the vampire may force a creature to make a Will save or be paralyzed with fear for 4d6 rounds. Whether or not the save is successful, that creature cannot be affected again by the vampire’s gaze for 12 hours. Creatures normally immune to paralysis are not immune to this effect, since it is a mental, rather than physical paralysis. This is a mind-affecting fear effect. The save DC is Charisma-based.
- Bless Vulnerability (Ex): If the vampire uses its Blood Drain attack on a living creature under the effects of a Bless spell cast by a good aligned caster, its body immediately rejects the blood. The vampire violently vomits up the blood so consumed, plus additional blood already absorbed into its body, causing it to lose 1d4+1 Vitae points. During this round, the vampire cannot take any action and loses its Dexterity bonus to its armor class. The caster of the Bless spell must receive its powers from a nonevil outsider or deity or this vulnerability is bypassed.
- Category A Vampires:
- The vampire does not require a Divine Focus to cast spells or make turn/rebuke attempts. They are a divine focus
- Conjuration/Summoning spells are 50% more powerful
- When the vampire must give something of themselves, they are able to draw energy from the Abyss to pay part of the price. All XP costs are reduced by 50%
- Gain the feats: Augment Summoning, Dark Speech, Planar Turning, Unholy Strike
- The vampire is not harmed by use of the Dark Speech and does not suffer ability damage when using it.
- May use Summon Monster IX as an extraordinary ability a number of times per day equal to their Charisma modifier (this is an extraordinary ability because the vampire does not actually put forth any effort to use it, they simply command some type of creature(s) to aid them. Said creatures are summoned and under the control of the vampire by virtue of the vampire’s might and influence). This ability may only be used as a spell with the Evil descriptor (though it may have other descriptors, such as chaotic). The use of this ability requires a Free Action.
- May Smite Good at will (the creature can make a normal melee attack to deal extra damage equal to its level (maximum of +20) against a foe of any good alignment) as a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- May Dispel Good at will as a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- May use Fog Cloud at will as a spell-like ability
- May use Dismissal at will as a supernatural ability
- May use Align Weapon as a spell-like ability at will. The vampire cannot grant the good alignment with this ability. With this power, the vampire may permanently add the Unholy enchantment to the weapon. If the weapon already has an alignment, the vampire may not use this spell on it.
- When dealing with Outsiders of any evil alignment, the vampire gains a +8 racial bonus to all checks
- Can smell the evil in a being. The more evil, the stronger the scent. Conversely, the less evil, the weaker the scent. This ability functions in the same manner as Detect Evil, but the vampire is never overwhelmed. This ability is treated as being always active and is an extraordinary ability. This ability cannot be fooled by effects that mask alignment, such as undetectable alignment
- Lesser Fiends (less than 10HD) fear them and will obey them (provided they do not already have a more powerful master). They will never engage the vampire in combat (provided they are in control of their own will). If the vampire engages them in combat, they will be panicked until they are no longer in the vampire’s presence.
- Gain the ability to speak Infernal, Abyssal, Dark Speech*, and Daedric
- Blood Summoning (Su): Once per day, the vampire may creature a summoning circle with their own blood (the vampire uses enough blood that they immediately become hungry). The vampire splashes their blood upon some solid surface and the blood then moves of its own accord, forming the necessary runes, diagrams, whatever…This ability functions as the Greater Planar Binding spell except as noted here. This ability may only be used to bind a Fiend. The binding is automatically enchanted with a Dimensional Anchor and a Magical Circle against Evil turned inward (the Magical Circle is automatically created as though a successful special diagram were used, making both the circle and the anchor spells lasts for 1day/caster level, see the spell description for Magical Circle against Evil for more details). The vampire may attempt to use its Power of Blood ability on the Fiend upon its summoning (even if the Fiend is normally immune to Mind-Affecting effects like Quest/Geas), even if the Fiend has not ingested any of the vampire’s blood; though, if that is the case, the Fiend does not receive any penalty to its saving throw or spell resistance made to resist the Quest/Geas effect. The vampire’s blood compels the Fiend to obey the vampire, even if it succeeded its saving throw against the vampire’s Power of Blood ability, causing the Fiend to suffer a -4 penalty to all Charisma checks made to oppose the vampire or to break free. Because of the innate fear lesser fiends feel towards the vampire (see above), Fiends of less than 10HD automatically serve the vampire and require no payment in return. This ability requires a Full-Round Action to use.
- Evil Gaze (Su): As a gaze attack, the vampire may force a creature to make a Will save or be paralyzed with fear for 10d6 rounds. Whether or not the save is successful, that creature cannot be affected again by the vampire’s gaze for 1 hour. Creatures normally immune to paralysis are not immune to this effect, since it is a mental, rather than physical paralysis. This is a mind-affecting fear effect. The save DC is Charisma-based.
- Bless Vulnerability (Ex): If the vampire uses its Blood Drain attack on a living creature under the effects of a Bless spell cast by a good aligned caster, its body immediately rejects the blood. The vampire violently vomits up the blood so consumed, plus additional blood already absorbed into its body, causing it to lose 1d4+1 Vitae points. During this round, the vampire cannot take any action and loses its Dexterity bonus to its armor class. The caster of the Bless spell must receive its powers from a nonevil outsider or deity or this vulnerability is bypassed.
- Category A Vampires do not gain an inherent class from this bloodline. Category A Vampires are innately fluent in Dark Speech. Purebloods are not harmed by use of Dark Speech, and Dark Speech users cannot harm a Pureblood with the Dark Speech. A Pureblood has access to all abilities that use of the Dark Speech would grant, including feats that use the Dark Speech. Purebloods came into existence because of the direct meddling of the vilest of cosmic forces, and the true nature of the forces that comprise them is best left unknown.
Lyrezi
- This bloodline is more closely attuned with the darkness and the powers that darkness may offer. Lyrezi vampires are intolerant of strong lights, even more so then the other bloodlines. They are users of shadow magic and good ones at that. If someone is turned and they do not have The Shadowcaster (see Tome of Magic) class they will gain the class as if they were a multi-class user. Their skin is pale, even for a vampire, and their hair is a raven-black. The shadows around them may appear to move. They rival the Aundae in terms of magic power.
- Category C Vampires:
- +1 to Int and Cha
- Experience requirement to gain a level in the Shadowcaster class is reduced by 10%
- Shadowcaster spells are 25% more powerful
- May see perfectly in darkness of any kind, including that created by a Deeper Darkness spell
- Superior Low-Light Vision (the vampire may see 4x as far as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination)
- May use Armor of Darkness once per day as a spell-like ability
- May use Darkness at will as a supernatural ability
- May use Deeper Darkness as a spell-like ability once per day
- May use all 1st level mysteries as a supernatural ability. The vampire is treated as already knowing every mystery of up to the 1st level. The vampire may only use a mystery once per day with this ability. This is in addition to the number of times they may regularly use their mysteries.
- Gain a bonus mystery every 3 Shadowcaster levels
- Gain the feats: Empower Mystery (1 time), Enlarge Mystery(1 time), Extend Mystery( 1 time), Reach Mystery(1 time), Shadow Vision
- Extreme Light Sensitivity (Ex): The vampire is particularly sensitive to light. The vampire is dazzled in areas of bright illumination (such as when within the radius of a light spell or torch). The penalty for dazzled is -4, instead of -1. The vampire is blinded in areas of light as bright as sunlight (such as when exposed to natural sunlight or when within the radius of a daylight spell).
- Light Vulnerability (Ex): The vampire suffers 25% extra damage per round for being exposed to sunlight. The vampire suffers 1d4 damage per round while exposed to light as bright as sunlight (such as when exposed to natural sunlight or within the radius of a daylight spell). This damage regenerates at a rate of 2 points per round, but does not begin to regenerate until after the vampire is no longer exposed to light as bright as sunlight.
- Eyes of the Night (Su): The vampire may cast their consciousness out into darkness, seeing through the shadows into any location with which they are familiar or a place that is obvious. This ability acts exactly as the spell clairvoyance (although the vampire’s sight can penetrate any darkness they might encounter). This ability creates a magical sensor as the clairvoyance spell. The vampire may see through this sensor, or hear through this sensor, not both at the same time. The vampire may switch between seeing and hearing as a standard action once per round. The vampire can spy through cracks in walls, or from patches of darkness while they concentrate.
- Shadow Blend (Su): In any conditions other than light as bright as sunlight, the vampire can disappear into the shadows, giving it Total Concealment. Artificial illumination, even a Light or Continual flame spell, does not negate this ability, but a Daylight spell will. This ability is not effective against creatures with Darkvision.
- Category B Vampires:
- +2 to Int and Cha
- Experience requirement to gain a level in Shadowcaster class is reduced by 20%
- Shadowcaster spells are 50% more powerful
- May see perfectly in darkness of any kind, including that created by a Deeper Darkness spell
- Superior Low-Light Vision (the vampire may see 4x as far as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination)
- May use Armor of Darkness 3 times per day as a spell-like ability
- Continually emits and Aura of Darkness (this ability acts in the same manner as the darkness spell).
- May use Deeper Darkness at will as a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- May use False Dusk once per day as a spell-like ability (False dusk calls into existence a glowing bluish-black light, as if dusk were occurring, with a 30ft radius centered on the caster. All living creatures within a false dusk suffer 6d6 points of damage. There is no saving throw against this damage. Affected living also act confused on the round after the false dusk appears)
- May use all 1st and 2nd level mysteries as a supernatural ability. The vampire is treated as already knowing every mystery of up to the 2nd level. The vampire may only use a mystery 2 times per day with this ability. This is in addition to the number of times they may regularly use their mysteries.
- Gain a bonus mystery every 2 Shadowcaster levels
- Gain the feats: Empower Mystery (2 times), Enlarge Mystery(2 times), Extend Mystery(2 times), Reach Mystery(2 times), Shadow Cast, Shadow Reflection, Shadow Vision
- Extreme Light Sensitivity (Ex): The vampire is particularly sensitive to light. The vampire is dazzled in areas of bright illumination (such as when within the radius of a light spell or torch). The penalty for dazzled is -4, instead of -1. The vampire is blinded in areas of light as bright as sunlight (such as when exposed to natural sunlight or when within the radius of a daylight spell).
- Light Vulnerability (Ex): The vampire suffers 50% extra damage per round for being exposed to sunlight. The vampire suffers 1d6 damage per round while exposed to light as bright as sunlight (such as when exposed to natural sunlight or within the radius of a daylight spell). This damage regenerates at a rate of 2 points per round, but does not begin to regenerate until after the vampire is no longer exposed to light as bright as sunlight.
- Eyes of the Night (Su): The vampire may cast their consciousness out into darkness, seeing through the shadows into any location with which they are familiar or a place that is obvious. This ability acts exactly as the spell clairvoyance (although the vampire’s sight can penetrate any darkness they might encounter). This ability creates a magical sensor as the clairvoyance spell. The vampire may see through this sensor, or hear through this sensor, not both at the same time. The vampire may switch between seeing and hearing as a standard action once per round. The vampire can spy through cracks in walls, or from patches of darkness while they concentrate. The vampire may use this ability while using Mask of Mortality.
- Shadow Blend (Su): In any conditions other than light as bright as sunlight, the vampire can disappear into the shadows, giving it Total Concealment. Artificial illumination, even a Light or Continual flame spell, does not negate this ability, but a Daylight spell will. This ability is not effective against creatures with Darkvision.
- Category A Vampires:
- Experience requirement to gain a level in Shadowcaster class is reduced by 50%
- May see perfectly in darkness of any kind, including that created by a Deeper Darkness spell
- Superior Low-Light Vision (the vampire may see 4x as far as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination)
- May Summon Shadow at will as a spell-like ability
- May use Darkbolt as a spell-like ability at will
- May use Utterdark as a spell-like ability a number of times per day equal to the vampire’s Charisma Modifier
- May use Damning Darkness, Darkness, and Deeper Darkness as a supernatural abilities at will. The vampire may use this ability while using Mask of Mortality.
- May use Shadow Walk as a supernatural ability at will
- May use Armor of Darkness 6 times per day as a spell-like ability
- May use False Dusk 3 times per day as a supernatural ability (False dusk calls into existence a glowing bluish-black light, as if dusk were occurring, within a 60ft radius centered on the caster. All living creatures within a false dusk suffer 12d6 points of damage. There is no saving throw against this damage. Affected living also act confused on the next 3 rounds after the false dusk appears)
- May use Absolute Darkness once per week as a spell-like ability (The spell acts in a similar manner as a deeper-darkness spell but will last for 24hrs. This spell creates a sphere of pitch-black darkness that extends in a 40ft radius from the caster. The darkness does not follow the caster and not even natural sunlight will counter this darkness. All creatures with darkvison and are capable of seeing through the shadowy illumination caused by spells with the darkness descriptor may see in this darkness). The vampire may use this ability while using Mask of Mortality.
- Mysteries, Fundamentals, Shadow Evocations, and spells with the Darkness descriptor are 100% more powerful (This does NOT stack with the 100% power increase for the vampire’s arcane spells)
- May use all 1st, 2nd, and 3rd level mysteries as a supernatural ability. The vampire is treated as already knowing every mystery of up to the 3rd level. The vampire may only use a mystery 3 times per day with this ability. This is in addition to the number of times they may regularly use their mysteries. The vampire may use this ability while using Mask of Mortality.
- Gain a bonus mystery every Shadowcaster level
- Gain the feats: Bonus Domain (Darkness), Empower Mystery (3 times), Enlarge Mystery(3 times), Extend Mystery(3 times), Line of Shadow, Quicken Mystery, Reach Mystery(3 times), Shadow Cast, Shadow Reflection, Shadow Vision, Still Mystery
- Extreme Light Sensitivity (Ex): The vampire is particularly sensitive to light. The vampire is dazzled in areas of bright illumination (such as when within the radius of a light spell or torch). The penalty for dazzled is -4, instead of -1. The vampire is blinded in areas of light as bright as sunlight (such as when exposed to natural sunlight or when within the radius of a daylight spell).
- Sunlight Vulnerability (Ex): The vampire suffers double damage per round for being exposed to sunlight.
- Eyes of the Night (Su): The vampire may cast their consciousness out into darkness, seeing through the shadows into any location with which they are familiar or a place that is obvious. This ability acts exactly as the spell clairvoyance (although the vampire’s sight can penetrate any darkness they might encounter). This ability creates a magical sensor as the clairvoyance spell. The vampire sees and hears through this sensor at the same time. The vampire’s True Seeing ability functions through this ability. The vampire can spy through cracks in walls, or from patches of darkness while they concentrate. The vampire may use this ability while using Mask of Mortality.
- Shadow Blend (Su): In any conditions other than light as bright as sunlight, the vampire can disappear into the shadows, giving it Total Concealment. Artificial illumination, even a Light or Continual flame spell, does not negate this ability, but a Daylight spell will. This ability is not effective against creatures with Darkvision.
Montalion
- While considered to be one of the weaker bloodlines, Montalian vampires have the unique ability to teleport at will. Such a power should not be underestimated. Montalion vampires have no reflection; it is believed that the reason why this is so is because they have a tedious connection to the physical world. This tedious connection is also believed to be the source of the Montalion vampires ability to teleport at will, because they slip in and out of the physical world. This lack of a reflection allows Montalion vampires to easily bypass security cameras, but it makes it easier to detect as vampires. They are effective at infiltration. Some even might say they rival the Berne bloodline in terms of assassination.
- Category C Vampires:
- +2 to Str, Dex
- +2 racial bonus to Hide and Spot checks
- May be kept at bay with a mirror in the same way as a good holy symbol
- The vampire does not have a reflection in the “visible” spectrum and cannot enter the Plane of Mirrors
- May use Blink 3 times per day as a supernatural ability
- World Slip (Su): The vampire may use Dimension Door as a Move-Equivalent Action, except that the vampire may make other actions before their next turn. The vampire may use this ability a number of times per day equal to their HD + their Age without cost, but subsequent uses requires the vampire to expend 1 Vitae.
- Category B Vampires:
- +2 to Str, Dex
- +4 racial bonus to Hide and Spot checks
- May be kept at bay with a mirror in the same way as a good holy symbol
- The vampire does not have a reflection in the “visible” spectrum and cannot enter the Plane of Mirrors
- May use Blink 6 times per day as a supernatural ability
- May use Greater Blink once per day as a spell-like ability
- May use Teleport once per day as a spell-like ability. The vampire may only teleport themselves with this ability, not other creatures.
- May use Dimension Jumper once per day as a spell-like ability
- World Slip (Su): The vampire may use Dimension Door as a Move-Equivalent Action, except that the vampire may make other actions before their next turn. The vampire may use this ability a number of times per day equal to 2 x (their HD + their Age) without cost, but subsequent uses requires the vampire to expend 1 Vitae.
- Category A Vampires:
- May be kept at bay with a mirror in the same way as a good holy symbol
- The vampire does not have a reflection in the “visible” spectrum and cannot enter the Plane of Mirrors
- May use Blink as a supernatural ability at will
- May use Greater Blink 3 times per day as a spell-like ability
- May use Teleport 3 times per day as a spell-like ability. The vampire may only teleport themselves with this ability, not other creatures.
- May use Greater Teleport once per day as a spell-like ability. The vampire may only teleport themselves with this ability, not other creatures.
- May use Greater Dimension Jumper once per day as a spell-like ability
- World Slip (Su): The vampire may use Dimension Door as a Move-Equivalent Action, except that the vampire may make other actions before their next turn and the range of the effect is doubled. The vampire may use this ability at will.
- Montalion vampires, and Purebloods, have no reflection in the “Visible Spectrum”. Mechanical sensors will not detect a vampire unless the sensor is capable of detecting light outside of the “Visible Spectrum, though magical sensors, such as a golem or scrying, may detect them normally. This extends to the clothes they are wearing and anything they are carrying. Objects larger than the vampire still cast a reflection. This anomaly makes it difficult to fight a vampire with mere machines and allows them to easily bypass security cameras. It is commonly accepted that the reason for this anomaly is that the curse of vampirism kills a vampire’s mirror-self, if any exist, and makes it impossible for any new mirror-selfs of the vampire to come into existence (See Manual of the Planes).
Quarra
- This bloodline grants the vampire great strength (though not as great as the Yekef Bloodline) and great combat instinct. Quarra vampires excel in physical combat moreso than any other bloodline. They have an unnatural ability to skillfully wield any weapon or armor, even if they have never seen the like or had any previous training. Quarra vampires have a visceral lust for battle, though not necessarily honorable combat depending on the individual, and tend to be the most blood thirsty and savage vampires around. Neonate Quarra vampires usually fight with a reckless abandon that borders on insanity. Many Elder and older Quarra vampires crave a worthy opponent, and sometimes go to great, sometimes elaborate, lengths to find one. If someone does not have the fighter class when they are turned then they will automatically gain the fighter class as if they were a multi-class user.
- "You lied! You said you'd never used a wakizashi before, yet your technique is at this level!" - Serteng
- "I wasn't lying. I really haven't ever picked one up before. I just know how to use it." - Cynthia
- "That's not natural." - Serteng
- "...No...it isn't." - Cynthia
- Category C Vampires:
- +3 to Str
- +1 to Dex
- +4 racial bonus to Intimidate
- Claw attack damage increases by one step (see the Improved Natural Weapon feat for details)
- Experience requirements for fighter levels are reduced by 10%
- Gain the feats: Combat Expertise, Multiweapon Fighting (if applicable), Two-Weapon Fighting, Blind-Fight, Endurance, Point-Blank Shot, Quick Draw, Two-Weapon Defense
- Undead Resiliance (Ex): The vampire gains 2 extra hitpoints per HD.
- Combat Instinct (Ex): The vampire gains a +3 competence bonus to all attack rolls, a +2 competence bonus to all damage rolls, and a +2 competence bonus to AC while wearing armor. The vampire may use, and is proficient with, all weapons, armors, and shields (this does not apply to artifacts). The vampire gains the Improved Critical and Weapon Focus feats for their natural attacks and all weapons. All benefits of Combat Instinct only apply to natural weapons and objects that were originally intended to be a weapon (examples: a spear would benefit from Combat Instinct, but a wooden chair leg being used as a club would not. a bow would benefit from Combat Instinct, but a rock being thrown at an enemy would not) or objects that were originally intended to be armor (example: scale mail would benefit from Combat Instinct, but a stone slab being used as a shield would not).
- Battle Fervor (Ex): The vampire suffers a -2 penalty to all Frenzy Checks while in combat.
- Category B Vampires:
- +4 to Str
- +2 to Dex
- +6 racial bonus to Intimidate
- Experience requirements for fighter levels are reduced by 20%
- Claw attack damage increases by one step (see the Improved Natural Weapon feat for details)
- Gain the feats: Combat Intuition, Multiweapon Fighting (if applicable), Two-Weapon Fighting, Blind-Fight, Power Attack, Cleave, Combat Expertise, Endurance, Improved Bull Rush, Point-Blank Shot, Quick Draw, Two-Weapon Defense
- Undead Resiliance (Ex): The vampire gains 3 extra hitpoints per HD.
- Combat Instinct (Ex): The vampire gains a +5 competence bonus to all attack rolls, a +3 competence bonus to all damage rolls, and a +4 competence bonus to AC while wearing armor. The vampire may use, and is proficient with, all weapons, armors, and shields (this does not apply to artifacts). The vampire gains the Improved Critical and Weapon Focus feats for their natural attacks and all weapons. All benefits of Combat Instinct only apply to natural weapons and objects that were originally intended to be a weapon (examples: a spear would benefit from Combat Instinct, but a wooden chair leg being used as a club would not. a bow would benefit from Combat Instinct, but a rock being thrown at an enemy would not) or objects that were originally intended to be armor (example: scale mail would benefit from Combat Instinct, but a stone slab being used as a shield would not).
- Battle Fervor (Ex): The vampire suffers a -4 penalty to all Frenzy Checks while in combat.
- Category A Vampires:
- Experience requirements for fighter levels are reduced by 50%
- Gain the feats: Bonus Domain (War), Combat Intuition, Improved Initiative , Multiweapon Fighting (if applicable), Two-Weapon Fighting, Blind-Fight, Power Attack, Cleave, Combat Expertise, Endurance, Far Shot, Improved Two-Weapon Fighting, Improved Bull Rush, Improved Overrun, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Shot On The Run, Two-Weapon Defense
- Combat Instinct (Ex): The vampire gains a +10 competence bonus to all attack rolls, a +5 competence bonus to all damage rolls, and a +6 competence bonus to AC while wearing armor. The vampire may use, and is proficient with, all weapons, armors, and shields (this does not apply to artifacts). The vampire gains the Improved Critical, Weapon Focus, and Weapon Specialization feats for their natural attacks and all weapons. All benefits of Combat Instinct only apply to natural weapons and objects that were originally intended to be a weapon (examples: a spear would benefit from Combat Instinct, but a wooden chair leg being used as a club would not. a bow would benefit from Combat Instinct, but a rock being thrown at an enemy would not) or objects that were originally intended to be armor (example: scale mail would benefit from Combat Instinct, but a stone slab being used as a shield would not).
- Battle Fervor (Ex): The vampire suffers a -6 penalty to all Frenzy Checks while in combat.
Raelu
- This bloodline grants its members keen political/business savvy and etiquette. Raelu vampires have a lust for political power and often work their way up the local nobility. They make excellent politicians. Of all the bloodlines, Raelu vampires are the most proud and egotistical; and they absolutely HATE to lose. Raelu vampires have a strong tendency towards Lawful behavior (and more than a few are Lawful Evil), as opposed to the other bloodlines, which have a tendency towards Chaotic behavior. They prefer the blood of the healthy and highborn. If more than one being is available to feed on then they will go for the one with the greatest social status (provided they are willing to take the risk). Raelu vampires belonging to the Order of Vile may also walk in broad daylight without burning for 30 minutes for every 50 years of age (Max 5 hrs). This unique daywalking ability was given by non-other than Clavicus Vile. What his Raelu worshipers had to give in exchange is unknown. NPC Realu vampires without a PC class usually have one or more levels in the Aristocrat class.
- “Among the Kindred, we are the masters. Understand this, resign yourself to it. It is as true now as it was when the world was young and it shall be so until the stars burn out. We are the lords of all.” – Charles Vinson, Prefect and Raelu Vampire
- Category C Vampires:
- +1 to Str
- +4 to Cha
- +4 racial bonus to Gather Information, Bluff, Sense Motive and Diplomacy
- May gain rank in Knowledge (nobility and royalty, local, history) as if it were a class skills
- Gain the feats: Leadership, Persuasive, Trustworthy
- May use Discern Lies, Glibness, and Undetectable Alignment 3 times per day as a supernatural ability
- May use Suggestion as a spell-like ability once per day.
- Imposing Presence (Su): The vampire’s ego is strong, and it doesn’t like to lose. To prevent such an unpleasant thing from happening, the vampire’s ego naturally suppresses the egos of others. Living creatures within 20ft of the vampire suffer a -2 morale penalty to all Charisma-based checks made to oppose the vampire (such as a Bluff check opposed to the vampire’s Sense Motive check or a Diplomacy check made to oppose the vampire’s) and on attack rolls made to attack the vampire. There is no saving throw for this effect.
- Command (Su): The vampire can overwhelm the will of a living creature with but a single word. With this ability, the vampire can issue a single, one word command to a creature. The creature is entitled to a Will save to resist. If the creature fails, they must obey the command to the best of its abilities. The command must be clear and straightforward, such as run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow, etc...If the command is at all confusing or ambiguous, the target may respond slowly or perform the task poorly, possibly incorrectly. The target cannot be ordered to do something directly harmful to itself, so a command like "die" automatically fails. The command may be hidden in a sentence or other daily speech, thereby concealing its presence from others. This attempt at subtlety still requires the vampire to make eye contact at the moment the command is given. In any case, the command MUST be intoned in a clear and noticeable way. This ability otherwise works as the spell Command, but is not restricted to the commands listed within the spell. The vampire can only use this ability on living creatures or other vampires within range of its Imposing Presence. This is a Language-Dependent, Mind-Affecting, Compulsion, Enchantment effect (the same as the spell Command) and is delivered as a Gaze Attack. The vampire may use this ability while using Mask of Mortality.
- Category B Vampires:
- +1 to Str
- +5 to Cha
- +6 racial bonus to Gather Information, Bluff, Sense Motive and Diplomacy
- May gain rank in Knowledge (nobility and royalty, local, history) as if it were a class skills
- Gain the feats: Leadership, Persuasive, Trustworthy
- May use Discern Lies, Glibness, and Undetectable Alignment (all caster level 10) 6 times per day as a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- May use Suggestion as a spell-like ability 3 times per day. The vampire may use this ability while using Mask of Mortality.
- Imposing Presence (Su): The vampire’s ego is strong, and it doesn’t like to lose. To prevent such an unpleasant thing from happening, the vampire’s ego naturally suppresses the egos of others. Living creatures within 60ft of the vampire suffer a -4 morale penalty to all Charisma-based checks made to oppose the vampire (such as a Bluff check opposed to the vampire’s Sense Motive check or a Diplomacy check made to oppose the vampire’s) and on attack rolls made to attack the vampire. There is no saving throw for this effect.
- Command (Su): The vampire can overwhelm the will of a living creature with but a single word. With this ability, the vampire can issue a single, one word command to a creature. The creature is entitled to a Will save to resist. If the creature fails, they must obey the command to the best of its abilities. The command must be clear and straightforward, such as run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow, etc...If the command is at all confusing or ambiguous, the target may respond slowly or perform the task poorly, possibly incorrectly. The target cannot be ordered to do something directly harmful to itself, so a command like "die" automatically fails. The command may be hidden in a sentence or other daily speech, thereby concealing its presence from others. This attempt at subtlety still requires the vampire to make eye contact at the moment the command is given. In any case, the command MUST be intoned in a clear and noticeable way. This ability otherwise works as the spell Command, but is not restricted to the commands listed within the spell. The vampire can only use this ability on living creatures or other vampires within range of its Imposing Presence. This is a Language-Dependent, Mind-Affecting, Compulsion, Enchantment effect (the same as the spell Command) and is delivered as a Gaze Attack. The vampire may use this ability while using Mask of Mortality.
- Category A Vampires:
- +10 racial bonus to Diplomacy
- May gain rank in Knowledge (nobility and royalty, local, history) as if it were a class skills
- Gain the feats: Bonus Domain (Nobility), Leadership, Epic Leadership, Persuasive, Trustworthy
- Continually affected as if under the effects of the Discern Lies, Glibness, and Undetectable Alignment spells (all at a caster level of 20. These may be dispelled but the vampire may resume them as a free action the next round).
- Imposing Presence (Su): The vampire’s ego is strong, and it doesn’t like to lose. To prevent such an unpleasant thing from happening, the vampire’s ego naturally suppresses the egos of others. Living creatures within 100ft of the vampire suffer a -6 morale penalty to all Charisma-based checks made to oppose the vampire (such as a Bluff check opposed to the vampire’s Sense Motive check or a Diplomacy check made to oppose the vampire’s) and on attack rolls made to attack the vampire. There is no saving throw for this effect.
- Command (Su): The vampire can overwhelm the will of a living creature with but a single word. With this ability, the vampire can issue a single, one word command to a creature. The creature is entitled to a Will save to resist. If the creature fails, it must obey the command to the best of its abilities. The command must be clear and straightforward, such as run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow, etc...If the command is at all confusing or ambiguous, the target may respond slowly or perform the task poorly, possibly incorrectly. The target cannot be ordered to do something directly harmful to itself, so a command like "die" automatically fails. The command may be hidden in a sentence or other daily speech, thereby concealing its presence from others. This attempt at subtlety still requires the vampire to make eye contact at the moment the command is given. In any case, the command MUST be intoned in a clear and noticeable way. This ability otherwise works as the spell Command, but is not restricted to the commands listed within the spell. At the vampire’s option, this ability may duplicate the effects of a Greater Command spell, but this use of this ability functions exactly like the Greater Command spell. The vampire can only use this ability on living creatures or other vampires within range of its Imposing Presence. This is a Language-Dependent, Mind-Affecting, Compulsion, Enchantment effect (the same as the spell Command) and is delivered as a Gaze Attack. The vampire may use this ability while using Mask of Mortality.
Selenu
- This bloodline is often considered one of the weaker bloodlines but their abilities are greatly under appreciated. Selenu vampires possess great resistances to magic and are particularly effective at seeking out and removing magic or fighting magic users. Certainly, they make excellent anti-wizard units.
- Category C Vampires:
- +2 to Str, Wis
- Acid, Cold, Electricity, Fire, and Sonic Resistance 25
- Gain Spell Resistance equal to their HD +10. This spell resistance applies to arcane spells only
- +4 bonus to saving throws against all spells and spell-like abilities
- Suffer 1 less damage per die from arcane spells (to a minimum of 0)
- May Dispel Magic 1 time per day per HD as a spell-like ability
- May Detect Magic at will as a spell-like ability
- If a Dead Magic Zone, Wild Magic Zone, or Anti-Magic Field is within 100 +10yards/HD the vampire will automatically know its general direction and distance (distance will error by +/- 50yards)
- If the vampire concentrates on a being they have a 25% chance per minute of determining whether or not they can use arcane magic but this will not tell them if they can use cleric magic
- Shattered Arcane (Su): The vampire is immune to arcane spells of the 2nd level unless willingly being affected. This immunity counts even if the spell was an area spell and even if the vampire was not at the center of the blast. Even if the spell was present before the vampire arrived (such as a barrier), it will simply not affect the vampire in anyway. The vampire can pass through it as if it weren’t even there. While the vampire will not be influenced by illusionary spells of up to the 2nd level, they will still be aware that the spell exists, though they will not know what form the illusion has taken.
- Nullification (Ex): The vampire may generate an Anti-Magic field with a 10ft radius as an immediate action. The vampire may only maintain the field a number of rounds equal to their Charisma Modifier x2 per day. The vampire is affected by their own Anti-Magic Field. The vampire need not expend all rounds at once; they may spread out the rounds over several uses. This ability can be dispelled in the same manner as an anti-magic field (via a Mordenkainen’s Disjunction, Miracle, or Wish spell). If it is, the vampire may not use it again for 2d4 rounds. If this ability is dispelled by a Wish or Miracle spell, the vampire may not use it again for the next 24hrs.
- Moonbane (Ex): The moon has long been associated with magic for good reason, it has a subtle yet powerful influence on the flows of magic in the same way its pushes and pulls of the tides. The moon has a similar influence on the vampire, pulling and pushing at the necromantic and negative energies that animate the vampire and grant it strength. When the vampire is exposed to the light of a full moon, it suffers a -6 penalty to all of its ability scores and skill checks and is treated as though it were Slowed. When the vampire is exposed to the light of a gibeous moon, it suffers a -4 penalty to all of its ability scores and skill checks and must spend a Full-Round Action to use any of its special abilities that normally can be used in less time that are granted by the vampire template. When the vampire is exposed to the light of a half moon, it suffers a -2 penalty to all of its ability scores and skill checks. When the vampire is exposed to the light of a crescent moon, it suffers a -2 penalty to all of its skill checks. The vampire suffers no ill effects for being outside on a moonless night. When there is overcast weather (such as during a rain storm), or when the moon is otherwise blotted out, the vampire does not suffer any ill effects. The vampire may reduce the effects of moonlight by wearing thick heavy clothing (typically dark in color for maximum protection) or using a parasol (or similar items). If the vampire does this, a full moon is treated as a gibeous moon, a gibeous moon as a half moon, a half moon as a crecent moon, and a crecent moon as no moon at all for the purpose of determining how severely the vampire is penalized. Ironicly, some selenu vampires find magicks such as Control Weather to be quite useful for blocking the moon.
- Confining Blow* (Su): If the vampire hits a foe with a confining blow, they immediately makes a single dispel check DC 15 (1d20 + the vampire’s HD) against all transmutation (polymorph) spells or spell-like abilities and abilities that function as transmutation (polymorph) spells (including the change shape supernatural ability) the target has in effect. On a successful check, the polymorph abilities end and the target cannot change form again through any means for 1 round per the vampire's HD. The vampire may use this ability 3 times per day.
- Distracting Wound* (Ex): If the vampire hits a target with a distracting wound, it becomes more difficult for the target to cast spells. The target must make a concentration check with a DC of (10 + vampire's HD) to cast any spell. This effect lasts for one round per HD of the vampire. The vampire may use this ability 3 times per day.
- Liberating Blow* (Su): If the vampire hits a foe with a liberating blow, thye immediately make a single dispel check DC 15 (1d20 + the vampire’s HD) against all enchantment (charm) spells or spell-like abilities the target has cast on other creatures. On a successful check, the enchantments end. The vampire may use this ability 3 times per day.
- Revealing Blow* (Su): If the vampire hits a foe with a revealing blow, they immediately make a dispel check DC 15 (1d20 + the vampire’s HD) against any illusion spell or spelllike ability on the target. On a successful check, the illusions end. The vampire may use this ability 3 times per day.
- Witch Bane (Ex): The vampire gains a +4 bonus on an attack roll made against an arcane spellcaster, and a successful attack deals an additional 2d6 hitpoints of damage. The vampire may use this ability 3 times per day.
- Perplexing Blow* (Ex): The vampire can deliver blows that bewilder and confound his targets. A target struck with a perplexing blow takes 2 points of Intelligence damage in addition to the attack’s normal damage. The vampire may use this ability 3 times per day.
- Backlash (Su): Whenever the vampire is the target of an arcane spell or spell-like ability, the creature casting the spell must make a Will save (DC of 10 + the vampire's HD + the vampire’s Wisdom modifier). On a failed save, the caster takes 1d4 points of damage. Because the backlash takes effect after the spell is cast, it cannot disrupt the spellcaster.
- Category B Vampires:
- +3 to Str, Wis
- Acid, Cold, Electricity, Fire, and Sonic Resistance 50
- Gain Spell Resistance equal to their HD +15. This spell resistance applies to arcane spells only
- 10% chance that a hostile spell of up to the 3rd level will bounce back at the caster
- +6 bonus to saving throws against all spells and spell-like abilities
- Suffer 2 less damage per die from arcane spells (to a minimum of 0)
- May Dispel Magic 3 times per day per HD as a spell-like ability. The vampire may use this ability while using Mask of Mortality.
- May Detect Magic at will as a spell-like ability. The vampire may use this ability while using Mask of Mortality.
- If a Dead Magic Zone, Wild Magic Zone, or Anti-Magic Field is within 150 +20yards/HD the vampire will automatically know its direction, general distance, and general dimensions (distance will error by +/- 25yards and dimensions will error by +/- 50yards)
- If the vampire concentrates on a being they have a 50% chance per minute of determining whether or not they can use arcane magic but this will not tell them if they can use cleric magic
- Shattered Arcane (Su): The vampire is immune to arcane spells up to the 3rd level unless willingly being affected. This immunity counts even if the spell was an area spell and even if the vampire was not at the center of the blast. Even if the spell was present before the vampire arrived (such as a barrier), it will simply not affect the vampire in anyway. The vampire can pass through it as if it weren’t even there. While the vampire will not be influenced by illusionary spells of up to the 3rd level, they will still be aware that the spell exists, though they will not know what form the illusion has taken.
- Nullification (Ex): The vampire may generate an Anti-Magic field with a 20ft radius as an immediate action. The vampire may only maintain the field a number of minutes equal to their Charisma Modifier per day. The vampire is affected by their own Anti-Magic Field. The vampire need not expend all rounds at once; they may spread out the rounds over several uses. This ability can be dispelled in the same manner as an anti-magic field (via a Mordenkainen’s Disjunction, Miracle, or Wish spell). If it is, the vampire may not use it again for 2d4 rounds. If this ability is dispelled by a Wish or Miracle spell, the vampire may not use it again for the next 24hrs.
- Moonbane (Ex): The moon has long been associated with magic for good reason, it has a subtle yet powerful influence on the flows of magic in the same way its pushes and pulls of the tides. The moon has a similar influence on the vampire, pulling and pushing at the necromantic and negative energies that animate the vampire and grant it strength. When the vampire is exposed to the light of a full moon, it suffers a -6 penalty to all of its ability scores and skill checks and is treated as though it were Slowed. When the vampire is exposed to the light of a gibeous moon, it suffers a -4 penalty to all of its ability scores and skill checks and must spend a Full-Round Action to use any of its special abilities that normally can be used in less time that are granted by the vampire template. When the vampire is exposed to the light of a half moon, it suffers a -2 penalty to all of its ability scores and skill checks. When the vampire is exposed to the light of a crescent moon, it suffers a -2 penalty to all of its skill checks. The vampire suffers no ill effects for being outside on a moonless night. When there is overcast weather (such as during a rain storm), or when the moon is otherwise blotted out, the vampire does not suffer any ill effects. The vampire may reduce the effects of moonlight by wearing thick heavy clothing (typically dark in color for maximum protection) or using a parasol (or similar items). If the vampire does this, a full moon is treated as a gibeous moon, a gibeous moon as a half moon, a half moon as a crecent moon, and a crecent moon as no moon at all for the purpose of determining how severely the vampire is penalized. Ironicly, some selenu vampires find magicks such as Control Weather to be quite useful for blocking the moon.
- Confining Blow* (Su): If the vampire hits a foe with a confining blow, they immediately makes a single dispel check DC 15 (1d20 + the vampire’s HD) against all transmutation (polymorph) spells or spell-like abilities and abilities that function as transmutation (polymorph) spells (including the change shape supernatural ability) the target has in effect. On a successful check, the polymorph abilities end and the target cannot change form again through any means for 2 rounds per HD of the vampire. The vampire may use this ability 6 times per day.
- Distracting Wound* (Ex): If the vampire hits a target with a distracting wound, it becomes more difficult for the target to cast spells. The target must make a concentration check with a DC of (10 + the vampire's HD) to cast any spell. This effect lasts for 2 rounds per HD of the vampire. The vampire may use this ability 6 times per day.
- Liberating Blow* (Su): If the vampire hits a foe with a liberating blow, thye immediately make a single dispel check DC 15 (1d20 + the vampire’s HD) against all enchantment (charm) spells or spell-like abilities the target has cast on other creatures. On a successful check, the enchantments end. The vampire may use this ability 6 times per day.
- Revealing Blow* (Su): If the vampire hits a foe with a revealing blow, they immediately make a dispel check DC 15 (1d20 + the vampire’s HD) against any illusion spell or spelllike ability on the target. On a successful check, the illusions end. The vampire may use this ability 6 times per day.
- Witch Bane (Ex): The vampire gains a +4 bonus on an attack roll made against an arcane spellcaster, and a successful attack deals an additional 3d6 hitpoints of damage. The vampire may use this ability 6 times per day.
- Perplexing Blow* (Ex): The vampire can deliver blows that bewilder and confound his targets. A target struck with a perplexing blow takes 2 points of Intelligence damage in addition to the attack’s normal damage. The vampire may use this ability 6 times per day.
- Backlash (Su): Whenever the vampire is the target of an arcane spell or spell-like ability, the creature casting the spell must make a Will save (DC of 10 + the vampire's HD + the vampire’s Wisdom modifier). On a failed save, the caster takes 1d8 points of damage. Because the backlash takes effect after the spell is cast, it cannot disrupt the spellcaster.
- Category A Vampires:
- Acid, Electricity, and Sonic Resistance 100
- Gain Spell Resistance equal to the vampire’s HD +20. This spell resistance applies to arcane spells only
- Suffer 3 less damage per die from arcane spells (to a minimum of 0)
- Always under the effects of the epic spell Eternal Freedom. This effect can be dispelled, but the vampire may reactive it as a free action the next round
- May use Greater Dispel Magic at will as a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- May use Arcane Sight at will as a supernatural ability. The vampire may use this ability while using Mask of Mortality.
- May use Mordenkainen’s Disjunction once per day as a spell-like ability
- If a Dead Magic Zone, Wild Magic Zone, or Anti-Magic Field is within 250+50yards/HD the vampire will automatically know its direction, distance, and dimensions
- +10 bonus to saving throws against all spells and spell-like abilities
- Gain the Feat: Spellcasting Harrier
- Shattered Arcane (Su): The vampire is immune to arcane spells up to the 5th level unless willingly being affected. If a spell of up to the 5th level hits the vampire, and is not reflected, then the spell will not affect the vampire. This immunity counts even if the spell was an area spell and even if the vampire was not at the center of the blast (though the spell won’t be reflected unless the vampire was targeted directly and will still affect everything else caught in it as normal). Even if the spell was present before the vampire arrived (such as a barrier), it will simply not affect the vampire in anyway. The vampire can pass through it as if it weren’t even there. While the vampire will not be influenced by illusionary spells of up to the 5th level, they will still be aware that the spell exists, though they will not necessarily know what form the illusion has taken.
- Reflective Arcane (Ex): There is a 25% chance that a 5th level spell will bounce back at the caster, 50% chance that a 4th level spell will bounce back at the caster, spells of up to the 3rd level will always bounce back at the caster. This spell reflection applies ONLY if the vampire was targeted directly. Only arcane spells are reflected.
- Nullification (Ex): The vampire may generate an Anti-Magic field with a 60ft radius as an immediate action. The vampire may resume or suppress this ability as an immediate action. The vampire is affected by their own Anti-Magic Field. This ability can be dispelled in the same manner as an anti-magic field (via a Mordenkainen’s Disjunction, Miracle, or Wish spell). If it is, the vampire may not use it again for 2d4 rounds. If this ability is dispelled by a Wish or Miracle spell, the vampire may not use it again for the next 24hrs.
- Moonbane (Ex): The moon has long been associated with magic for good reason, it has a subtle yet powerful influence on the flows of magic in the same way its pushes and pulls of the tides. The moon has a similar influence on the vampire, pulling and pushing at the necromantic and negative energies that animate the vampire and grant it strength. When the vampire is exposed to the light of a full moon, it suffers a -6 penalty to all of its ability scores and skill checks and is treated as though it were Slowed. When the vampire is exposed to the light of a gibeous moon, it suffers a -4 penalty to all of its ability scores and skill checks and must spend a Full-Round Action to use any of its special abilities that normally can be used in less time that are granted by the vampire template. When the vampire is exposed to the light of a half moon, it suffers a -2 penalty to all of its ability scores and skill checks. When the vampire is exposed to the light of a crescent moon, it suffers a -2 penalty to all of its skill checks. The vampire suffers no ill effects for being outside on a moonless night. When there is overcast weather (such as during a rain storm), or when the moon is otherwise blotted out, the vampire does not suffer any ill effects. The vampire may reduce the effects of moonlight by wearing thick heavy clothing (typically dark in color for maximum protection) or using a parasol (or similar items). If the vampire does this, a full moon is treated as a gibeous moon, a gibeous moon as a half moon, a half moon as a crecent moon, and a crecent moon as no moon at all for the purpose of determining how severely the vampire is penalized.
- Learned Spell Immunity (Su): If the vampire is affected by a spell or spell-like ability cast by a particular spellcaster, the vampire thereafter becomes immune to that spell when cast by that individual. Example, the vampire is hit by Bob's Disintigrate spell and is affected; the vampire then becomes immune to Disintigrate when cast by Bob ever again, though if David casts Disintigrate on the vampire, the vampire is subject to the spell's effects (the first time). This does not grant immunity to spells that deal antivampire damage. This ability applies only to arcane spells, the vampire does not become immune to divine spells or arcane spells it successfully resists with its Spell Resistance. The vampire may willingly lower this immunity if they choose to.
- Confining Blow* (Su): If the vampire hits a foe with a confining blow, they immediately make a single dispel check DC 15 (1d20 + the vampire’s HD) against all transmutation (polymorph) spells or spell-like abilities and abilities that function as transmutation (polymorph) spells (including the change shape supernatural ability) the target has in effect. On a successful check, the polymorph abilities end and the target cannot change form again through any means for 4 rounds per HD of the vamprie. The vampire may use this ability at will.
- Distracting Wound* (Ex): If the vampire hits a target with a distracting wound, it becomes more difficult for the target to cast spells. The target must make a concentration check with a DC of (10 + vampire's HD) to cast any spell. This effect lasts for 4 rounds HD of the vampire. The vampire may use this ability at will.
- Liberating Blow* (Su): If the vampire hits a foe with a liberating blow, they immediately make a single dispel check DC 15 (1d20 + the vampire’s HD) against all enchantment (charm) spells or spell-like abilities the target has cast on other creatures. On a successful check, the enchantments end. The vampire may use this ability at will.
- Revealing Blow* (Su): If the vampire hits a foe with a revealing blow, they immediately make a dispel check DC 15 (1d20 + the vampire’s HD) against any illusion spell or spelllike ability on the target. On a successful check, the illusions end. The vampire may use this ability at will.
- Witch Bane (Ex): The vampire gains a +4 bonus on an attack roll made against an arcane spellcaster, and a successful attack deals an additional 4d6 hitpoints of damage. This power can be used 9 times per day
- Perplexing Blow* (Ex): The vampire can deliver blows that bewilder and confound his targets. A target struck with a perplexing blow takes 2 points of Intelligence damage in addition to the attack’s normal damage. The vampire may use this ability at will.
- Backlash (Su): Whenever the vampire is the target of an arcane spell or spell-like ability, the creature casting the spell must make a Will save (DC of 10 + the vampire's HD + the vampire’s Wisdom modifier). On a failed save, the caster takes 2d6 points of damage. Because the backlash takes effect after the spell is cast, it cannot disrupt the spellcaster.
- A special thanks to Pathfinder Products for a masterfully written class "Witch Hunter". I used some of the info in their product for this particular bloodline, so if you work for them...I don't own anything. Pathfinder does.
Telboth
- This bloodline grants its members the ability to shape shift into anyone they have sucked blood from. Telboth vampires are feared for this ability even amongst their own kind. This can be used in conjunction with their shape shifting abilities to better deceive others into thinking they really are the person whose form they have taken. This terrifying power makes them to be excellent spies.
- Category C Vampires:
- Gain the Shapechanger Subtype
- +2 to Str, Dex
- Shape Change (Ex): May assume the form of any humanoid of the same size category that they have sucked blood from within 1 week at will. This ability functions as Change Shape, but it is an extraordinary ability, and the vampire retains their gaze attacks, unless the assumed form does not have eyes. There is no imperfection in the new form. The vampire mimics the creature perfectly, all the way down to their voice, retinal pattern, and DNA. May “store” up to their Charisma Modifier in forms for 5 weeks +1 day/HD of the vampire. May “store” 1 form for an indefinite amount of time. The vampire may “drop” any “stored” form of their choice as a free action. Changing for requires a standard action. If the vampire uses this ability to make a disguise, it gains a +15 bonus to their Disguise Check.
- Category B Vampires:
- Gain the Shapechanger Subtype
- +2 to Str, Dex
- May assume the form of any humanoid of the same size category that they have sucked blood from within 3 weeks at will. This ability functions as Change Shape, but it is an extraordinary ability, and the vampire retains their gaze attack, unless the assumed form does not have eyes. There is no imperfection in the new form. The vampire mimics the creature perfectly, all the way down to their voice, retinal pattern, and DNA. May “store” up to their Charisma Modifier in forms for 5 months +1 week/HD of the vampire. May “store” up to 5 forms for an indefinite amount of time. The vampire may “drop” any “stored” form of their choice as a free action. This ability is dispelled by candle light. Changing for requires a standard action.
- Shape Change (Ex): May temporarily shape shift small parts of their body into various forms. The part changed can be no larger than their hand (the nature of the change and the benefits/drawbacks will be determined by the player and DM). A common usage of this ability is to turn one or both of their claws into a sort of black, boney, claw with elongated talons. This change causes their claw attack to deal damage as if it were enhanced by the Improved Natural Attack feat, even if this feat has already been selected for their claw attack, the damage will be enhanced a second time. This ability can be used in similar ways, use your imagination (I'm talking to both the players and the DM). The use of this ability requires a move action.
- Category A Vampires:
- Gain the Shapechanger Subtype
- May assume the form of any humanoid of the same size category that they have sucked blood from within 6 months at will. This ability functions as Change Shape, but it is an extraordinary ability, and the vampire retains their gaze attack, unless the assumed form does not have eyes. There is no imperfection in the new form. The vampire mimics the creature perfectly, all the way down to their voice, retinal pattern, and DNA. May “store” up to their Charisma Modifier in forms for 1 year +1 month/HD of the vampire. May “store” their Charisma Modifier in forms for an indefinite amount of time. The vampire may “drop” any “stored” form of their choice as a free action. This ability is dispelled by candle light. Changing form requires a standard action. If the vampire uses this ability to make a disguise, it gains a +15 bonus to their Disguise Check.
- Shape Change (Ex): May temporarily shape shift large parts of their body into various forms. The part changed can be no larger than their arm (the nature of the change and the benefits/drawbacks will be determined by the player and DM). A common usage of this ability is to turn one or both of their claws into a sort of black, boney, claw with elongated talons. This change causes their claw attack to deal damage as if it were enhanced by the Improved Natural Attack feat, even if this feat has already been selected for their claw attack, the damage will be enhanced a second time. If their claw attack is enhanced in this way it will strike as an epic weapon for the purpose of overcoming damage reduction. Another way Purebloods commonly use this shape shifting power is to turn one of their arms into 1-6 large, bat-like wings. They decided how many wings are produced. These wings are not used for flight; instead, they are used for attacking, as they are very sharp. Each wing deals 2d6+4 damage and strike as an epic weapon for the purpose of overcoming damage reduction. Purebloods are very proud of their beauty and will avoid unseemly changes if at all possible. This ability can be used in similiar ways, use your imagination (I'm talking to both the players and the DM). The use of this ability requires a move action.
Thrafey
- All beings with a soul have at least some measure of spiritual power. While most humanoids possess so little spiritual power they will never realize it is there, there are beings whose spirits are powerful enough to affect the world around them. The Thrafey bloodline greatly enhances a vampire’s spiritual power. If someone is turned and they do not have a shinigami class than they will gain the shinigami class of their sire (Warrior, Expert, or Kidou) as if they were a multi-class user. The Thrafey bloodline is considered to be one of the most powerful bloodlines.
- Category C Vampire:
- Experience required to level up in shinigami classes are reduced by 10%
- Depending on what shinigami class the vampire has, they gain a +2 bonus to the following ability scores=====Warrior, Str, Dex=====Expert, Str, Cha=====Kidou, Dex, Cha (These ability score bonuses are applied only once. The vampire does NOT gain another bonus to ability scores if they take levels in a second shinigami class)
- +2 bonus to Suppress Reiatsu checks, Intimidate checks made to overwhelm foes with reiatsu, and Sense Motive checks made to locate detect reiatsu or summon Reiraku
- Kidou is 10% more powerful
- The vampire’s Spiritual Energy Pool increases by one step (Poor changes to Low, Low changes to Average, Average changes to Medium, etc…). If the vampire did not previously have a shinigami class, they roll for their Reiatsu Category as normal. In either case, if the final result is less than Average, the vampire’s Reiatsu Category automatically increases to Average.
- The vampire’s Reiatsu grants them Damage Reduction 5/- (The Damage Reduction feat stacks with this DR)
- Shunpo is increased by 10ft (the vampire only gains this increase once they gain the Shunpo ability)
- Gain the feats: Evasion, Hollow Within, Shunpo Blur, Spiritual Feet
- Category B Vampire:
- Experience required to level up in shinigami classes are reduced by 20%
- Depending on what shinigami class the vampire has, they gain a +3 bonus to the following ability scores=====Warrior, Str, Dex=====Expert, Str, Cha=====Kidou, Dex, Cha (These ability score bonuses are applied only once. The vampire does NOT gain another bonus to ability scores if they take levels in a second shinigami class)
- +4 bonus to Suppress Reiatsu checks, Intimidate checks made to overwhelm foes with reiatsu, and Sense Motive checks made to locate detect reiatsu or summon Reiraku
- Kidou is 25% more powerful
- After determining the vampire’s Spiritual Energy Pool, it increases by one step. If the final result is less than High, the vampire’s Reiatsu Category automatically increases to High.
- The vampire’s great Reiatsu grants them Damage Reduction 8/- (The Damage Reduction feat stacks with this DR)
- Shunpo is increased by 20ft (the vampire only gains this increase once they gain the Shunpo ability)
- Gain the feats: Evasion, Hollow Within, Shunpo Blur, Shunpo Trail, Spiritual Feet
- Category A Vampire:
- Experience required to level up in shinigami classes are reduced by 50%
- +20 bonus to Intimidate checks made to overwhelm foes with reiatsu, and Sense Motive checks made to locate detect reiatsu or summon Reiraku
- The vampire has a massive amount of spiritual energy, making it very hard to conceal it. When the vampire makes a Suppress Reiatsu check, the final result is cut in half (to a minimum of 1).
- Kidou is 50% more powerful
- The vampire’s Spiritual Energy pool automatically rises to Insane.
- The vampire’s massive Reiatsu grants them Damage Reduction 10/- (The Damage Reduction feat stacks with this DR)
- Shunpo is increased by 40ft
- Gain the feats: Greater Spiritual Energy, Hollow Within, Improved Spiritual Energy, Senka, Shunpo Blur, Shunpo Trail, Spiritual Feet
- May use all 1st level Kidou spells as a supernatural ability at will (these benefit from the vampire’s 50% power boost to Kidou, but the vampire cannot spend extra SEP on Kidou spells cast with this ability).
- Vampires are undead, and therefore, with a few exceptions, are automatically destroyed upon reaching 0 hp. The Hollow Within feat activates when the vampire reaches 5% of their maximum hitpionts, as opposed to 0 hp.
Varseth (Needs Revision and Completion)
- This bloodline exclusively focuses on the ancient art of Cruomancey. While all vampires have access to bloodmagic in one form or another, the Varseth bloodline grants much greater abilities in terms of this most peculiar art. A Varseth vampire’s veins are much more pronounced, because of this, they are more easily identified as being a vampire. Though they are less physically imposing as some of the other bloodlines, the Varseth bloodline is considered to be one of the most powerful bloodlines. If someone is turned and they do not have the Sangromancer class they will gain this class as if they were a multi-class user. Vampires not of this bloodline may only cast Sangromancer spells of up to the 4th level (though it is possible for non-vampires to gain this class, the caster’s blood must be magical by nature or they will be ill suited for this class. The spells of such caster’s will be 50% weaker and they may only learn Sangromancer spells of up to the 3rd level, making the class a poor choice). (I am mostly done with this class but haven't posted it yet so don't use this bloodline yet).
- Category C Vampires:
- +2 to Int, Wis
- -1 to Cha
- Experience required to level up Sangromancer class reduced by 10%
- May cast any Sangromancer spell of the 1st level at will as an extraordinary ability
- Blood Step (Ex): The vampire can step into one source of blood and out of another as a move-equivalent action. They can only step into or out of blood that has at least 10 hitpoints damage or a single point of mortal Constitution. The vampire must be able to see their destination with their own eyes. The vampire cannot travel further than 50ft with this ability.
- Category B Vampires:
- +3 to Int, Wis
- -2 to Cha
- Experience required to level up Sangromancer class reduced by 20%
- May cast any Sangromancer spell of up to the 2nd level at will as an extraordinary ability
- May partially manipulate their own blood to perform physical attacks. All attacks performed in this manner will strike as though they had a +1 enchantment. (Player will decide how to use this power. DM will decide the stats. Such attacks take up a standard action)
- Blood Step (Ex): The vampire can step into one source of blood and out of another as a move-equivalent action. They can only step into or out of blood that has at least 8 hitpoints damage or a single point of mortal Constitution. The vampire must be able to see their destination with their own eyes. The vampire cannot travel further than 100ft with this ability.
- Category A Vampires:
- Experience required to level up Sangromancer class reduced by 50%
- All Sangromancer spells 50% more powerful
- May cast any Sangromancer spell of up to the 3rd level at will as an extraordinary ability
- May completely manipulate their own blood to perform physical attacks. All attacks performed in this manner will strike as though they had a +2 enchantment. (Player will decide how to use this power. DM will decide the stats. Such attacks take up a standard action)
- May create physical weapons of simple design (such as a sword) from their own blood. All weapons created in this manner will act as though they were a +3 version of their normal counterpart (the creation of a weapon in this manner takes up a standard action)
- Blood Step (Ex): The vampire can step into one source of blood and out of another as a move-equivalent action. They can only step into or out of blood that has at least 5 hitpoints damage or a single point of mortal Constitution. The vampire must be able to see their destination with their own eyes. The vampire cannot travel further than 200ft with this ability.
- Blood Door (Ex): The vampire can ‘teleport’ into any source of blood, so long as they can see their point of destination as a move action. The vampire can only teleport into blood that has at least 10 hitpoints damage or at least 1 point of Constitution (blood pool created by Constitution damage or drain). The vampire does not have to be able to physically ‘see’ their destination to use this power. They could scry for it, or be looking through the eyes of your simulacrum, undead minion or other forms of detection.
Volkihar
- This bloodline causes the vampire’s spirit to be entrenched in the cold of death. Volkihar vampires are more easily identified as being vampires due to the physical changes that occur. Their skin is snow white and their eyes and hair are glacial blue. A minority (10 %), have the same snow white as the color of their hair and snow white orbs as eyes instead (their eyes still glow glacial blue). Their lips and tongue turn to the bluish color that appears when someone’s body temperature is very low (the 10% minority described above have snow white lips and tongue). Their skin is very cold to the touch and their breath can be seen even in high temperatures. They are intolerant of heat and must focus their icy powers inward in order to tolerate temperate climates. They will never enter desert or otherwise hot climates unless absolutely necessary. They are un-phased even by the coldest of temperatures, be it magical or natural. They commonly make their lairs beneath frozen lakes. They have an inherent ability to channel cold magicks with a remarkable proficiency; this is especially true for the higher categories of vampire. Perhaps it is because of this innate magical power, or a consequence thereof, but Volkihar vampires possess a knack for magic that rivals the Aundae. If a creature becomes a Volkihar vampire and they do not have the Sorcerer class, they will gain this class as though they were a multi-class user. The Volkihar are seen as one of the more powerful bloodlines. A Volkihar vampire's eyes glow glacial blue, rather than blood red, while in the dark or when hungry. When a Volkihar vampire shape changes into a bat, rat, dire bat, dire rat, or night hunter, the fur and skin will be snow white and the eyes will be the same glacial blue (the 10% minority described above will retain the snow white orbs for eyes instead). (for specific information on their powers, see the source book "Frostburn")
- Category C Vampires:
- +2 to Str
- Gain the Cold Subtype
- Gain the feats: Cold Focus and Snowcasting
- Experience requirements to gain levels in the Sorcerer class is reduced by 10%
- Due to the vampire's cold-subtype coupled with the natural weakness to fire vampires have, Volkihar vampires suffer double, rather than half as much again, damage from fire
- +6 circumstance bonus on Hide checks in snow and ice
- Move at full speed in snowy and icy conditions and always succeed balance checks on ice
- Always under the effects of Ice Skate, Snowsight and Snow Walk
- May not prepare or cast spells with the fire descriptor
- May use Ice Darts as an extraordinary ability at will
- May use the Chill Touch and Ice Shape as spell-like abilities at will
- May use Dispel Fire and Wall of Ice as spell-like abilities once per 3 days
- May use the following as spell-like abilities once per day:
- Arctic Haze, Blood Snow, Cone of Cold
- Unnatural Chill (Ex): The vampire gives off an unnatural cold in a 10ft radius. Living creatures within this area will feel a bone-chilling cold no matter what the ambient temperature is or whether or not they are resistant or immune to cold. This ability is suppressed while the vampire is using Mask of Mortality.
- Breath of Frost (Ex): This is a Breath Weapon that the vampire may use as a Standard Action. Once used, the vampire cannot use it again for 1d4 rounds. The vampire exhales frigid air in the shape of a 30ft +10ft/the vampire’s Age cone. Creatures within the cone suffer cold damage equal to 1d6/the vampire’s Charisma Modifier + 1d6/the vampire’s Age, Reflex save for half.
- Freeze Blood (Ex): The vampire may use this ability a number of times per day equal to its Age. The vampire can breathe a cloud of extreme cold into a creature in a square they occupy or a square adjacent to themselves as a standard action. The creature must make a Fortitude save or their insides will be frozen, with razor sharp icy piercings forming around and inside their organs, riping the organs apart. Creatures that fail their save die instantly. Creatures that succeed their saving throw suffer 3d6 + the vampire’s Charisma Modifier (if positive) in cold damage. Creatures Vulnerable to Fire suffer a -2 penalty on their saving throw. Creatures the vampire is grappling suffer a -2 penalty to their saving throw. These penalties are culmulative. This is a Death effect and creatures with the Cold Subtype are immune to this ability. Creatures of more than 1 size category than the vampire automatically succeed their saving throw, suffering only the damage.
- Ice Walk (Ex): The vampire can pass through ice, snow, or slush as easily as a fish swims through water or a human walks across the ground. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples or other signs of its presence. The vampire may walk across the top of any amount of snow without sinking and leaves no trail. The vampire prefers to fight from the cover of an ice sheet or snow field in much the same way an incorporeal creature uses a wall or floor for cover. A vampire attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover.
- Tremorsense (Ex): The vampire automatically senses the location of anything within 60 feet that is in contact with ice or snow.
- Heat Sense (Ex): The vampire can automatically sense heat sources within 60 feet, as the spell detect fire. It senses only the presence or absence of heat, but if it chooses to use a standard action to concentrate on this ability, it can establish the number and location of heat auras and the strength of each in the second and third rounds of concentration. Invisible creatures whose location is pinpointed by heat sense still have total concealment from the vampire.
- Cold to the Touch (Ex): The vampire’s body is constantly kept at sub-zero temperatures and at the deepest parts of their body the temperature is easily below –200 F. The touch of the vampire deals 1d6 cold damage and has a 20% chance of causing the Creeping Frost disease. Creatures that resist the cold damage also resist the disease. This is a melee attack but it also works whenever a creature touches the vampire, either by the vampire’s natural attacks or by the creature simply reaching out and touching the vampire; so creatures grappling the vampire are subject to this damage. This is not a touch attack because it does not penetrate armor or clothing, skin contact is required.
- Absorb Cold (Ex): Cold damage heals, not harms, the vampire. If the vampire is struck with an effect that deals cold damage, the vampire heals hitpoints equal to ½ of the damage that would have been dealt.
- Aura of Cold (Su): The vampire may resume or suppress this ability as a standard action. This ability has a radius equal to 5ft + 5ft/the vampire’s Charisma modifier + 5ft/the vampire’s Age. This ability reduces the temperature in the area by 3 degrees/round (to a minimum of 0 degrees). Water freezes instantly within this area. Creatures within this area suffer 1d6 points of cold damage per round. Temperatures return to normal after 1hr.
- Icy Mantle (Su): Once per day, the vampire may turn its Aura of Cold inward to protect itself from otherwise intolerable conditions, such as a temperate climate. When used inwardly, the vampire is unaffected temperatures up to its Severe Heat Danger range without penalty for 12hrs +2hrs/it’s Charisma Modifier, to a maximum of 24hrs. The vampire may end this protection at will as a Free Action, but it still can’t turn its aura inward for one day. This ability cannot protect the vampire from its Extreme Heat Danger range or higher ranges. When this power is not used inwardly, the vampire suffers from Very Hot Heat in temperatures ranging from 40-70 degrees F. The vampire suffers from Severe Heat in temperatures ranging from 71-90 degrees F. The vampire suffers from Extreme Heat in temperatures ranging from 91-120 degrees F. The vampire suffers from Unearthly Heat in temperatures ranging from 120-140 degrees F. For temperatures above 140 degrees F, the vampire suffers from Burning Heat. For more information on heat dangers, see page 303 of Dungeon Master’s Guide I. For information on Unearthly and Burning Heat, see page 12 of Sandstorm. The vampire may use this power while using Mask of Mortality, but ONLY by turning it inward to protect themselves from heat.
- Freeze (Su): The vampire can drain the heat from a living creature. On a successful grapple check, the vampire deals 2d4 points of dexterity damage to a grappled foe. Fortitude save for half. The vampire chooses whether or not to use this power.
- Category B Vampires:
- +2 to Str
- Gain the Cold Subtype
- Gain the feats: Cold Focus, Cold Spell Specialization, Frozen Magic, Piercing Cold, Snowcasting
- Experience requirements to gain levels in the Sorcerer class is reduced by 20%
- Due to the vampire's cold-subtype coupled with the natural weakness to fire vampires have, Volkihar vampires suffer double, rather than half as much again, damage from fire
- +6 circumstance bonus on Hide checks in snow and ice
- Move at full speed in snowy and icy conditions and always succeed balance checks on ice
- Always under the effects of Ice Skate, Snowsight and Snow Walk
- May not prepare or cast spells with the Fire descriptor
- May use Ice Darts as an extraordinary ability at will
- May use the following as supernatural abilities at will
- Chill Touch, Crack Ice, Dispel Fire, Ice Shape, Ice Storm, Snowsong
- May use Cone of Cold as a spell-like ability a number of times per day equal to the vampire’s Charisma Modifier +3 (minimum of 3)
- May use the following as spell-like abilities 4 times per day:
- Arctic Haze, Blood Snow, Binding Snow, Glacial Glove of Invulnerability, Ice Rift, Ice Shield, Otiluke’s Freezing Sphere, Polar Ray, Wall of Ice
- Unnatural Chill (Ex): The vampire gives off an unnatural cold in a 10ft radius. Living creatures within this area will feel a bone-chilling cold no matter what the ambient temperature is or whether or not they are resistant or immune to cold. This ability is suppressed while the vampire is using Mask of Mortality.
- Breath of Frost (Ex): This is a Breath Weapon that the vampire may use as a Standard Action. Once used, the vampire cannot use it again for 1d4 rounds. The vampire exhales frigid air in the shape of a 30ft +10ft/the vampire’s Age cone. Creatures within the cone suffer cold damage equal to 1d8/the vampire’s Charisma Modifier + 1d8/the vampire’s Age, Reflex save for half.
- Freeze Blood (Ex): The vampire may use this ability a number of times per day equal to twice its Age. The vampire can breathe a cloud of extreme cold into a creature in a square they occupy or a square adjacent to themselves as a standard action. The creature must make a Fortitude save or their insides will be frozen, with razor sharp icy piercings forming around and inside their organs, riping the organs apart. Creatures that fail their save die instantly. Creatures that succeed their saving throw suffer 3d6 + the vampire’s Charisma Modifier (if positive) in cold damage. Creatures Vulnerable to Fire suffer a -4 penalty on their saving throw. Creatures the vampire is grappling suffer a -4 penalty to their saving throw. These penalties are culmulative. This is a Death effect and creatures with the Cold Subtype are immune to this ability. Creatures of more than 1 size category than the vampire automatically succeed their saving throw, suffering only the damage.
- Ice Walk (Ex): The vampire can pass through ice, snow, or slush as easily as a fish swims through water or a human walks across the ground. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples or other signs of its presence. The vampire may walk across the top of any amount of snow without sinking and leaves no trail. The vampire prefers to fight from the cover of an ice sheet or snow field in much the same way an incorporeal creature uses a wall or floor for cover. A vampire attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover. The vampire may extend this ability on to one other creature that they are touching. During the time the creature is under this ability’s effects, they must not cease to touch the vampire, if they do, they are no longer under its effects (which may or may not result in being frozen solid, or death, depending on the situation). This power does not grant the creature air supply; creatures that need to breathe will have to find another way to breathe.
- Tremorsense (Ex): The vampire automatically senses the location of anything within 120 feet that is in contact with ice or snow.
- Heat Sense (Ex): The vampire can automatically sense heat sources within 120 feet, as the spell detect fire. It senses only the presence or absence of heat, but if it chooses to use a standard action to concentrate on this ability, it can establish the number and location of heat auras and the strength of each in the second and third rounds of concentration. Invisible creatures whose location is pinpointed by heat sense still have total concealment from the vampire.
- Aura of Whiteout Toggable (Su): This power functions in the same manner as the spell Whiteout and is centered on the vampire
- Aura of Cold (Su): The vampire may resume or suppress this ability as a standard action. This ability has a radius equal to 10ft + 10ft/the vampire’s Charisma modifier + 10ft/the vampire’s Age. This ability reduces the temperature in the area by 6 degrees/round (to a minimum of -25 degrees Fahrenheit). Water freezes instantly within this area. Creatures within this area suffer 2d6 points of cold damage per round. Temperatures return to normal after 1hr.
- Icy Mantle (Su): As a Standard Action at will, the vampire may turn its Aura of Cold inward to grant itself limited protection against heat. When used inwardly, the vampire is unaffected by its Very Hot Heat Danger range without penalty. The vampire may end this protection at will as a Free Action. This ability cannot protect the vampire from higher heat danger ranges. When this power is not used inwardly, the vampire suffers from Very Hot Heat in temperatures ranging from 33-50 degrees F. For more information on heat dangers, see page 303 of Dungeon Master’s Guide I. The vampire may use this power while using Mask of Mortality, but ONLY by turning it inward to protect themselves from heat.
- Freezing Aura (Su): The vampire may resume or suppress this ability as a standard action. This ability is similar to Aura of Cold, but more powerful. This ability has a radius equal to 5ft + 5ft/the vampire’s Charisma modifier + 5ft/the vampire’s Age. It reduces the temperature by 10 degrees/round (to a minimum of -50 degrees). Creatures within this area suffer 3d8 points of cold damage per round. Ice begins to rapidly form around creatures that suffer at least 20 points of damage from this ability. This ice does not prevent movement, but affected creatures act as though they were subject to a Slow spell for that round. A creature that is slowed in this manner for 2 rounds in a row must make a DC 16 Fortitude save or be subject to the vampire’s Encase ability (described under the Cold Born ability below). ). Creatures with Resistance or Immunity to cold are immune to the Slow and Encase effect created by this ability. Temperatures return to normal after 1hr.
- Greater Icy Mantle (Su): Once per day, the vampire may turn its Freezing Aura inward to protect itself from otherwise intolerable conditions, such as a temperate climate. When used inwardly, the vampire is unaffected temperatures up to its Severe Heat Danger range without penalty for 12hrs +2hrs/it’s Charisma Modifier, to a maximum of 24hrs. The vampire suffers from Severe Heat in temperatures ranging from 51-70 degrees F. The vampire suffers from Extreme Heat in temperatures ranging from 71-100 degrees F. The vampire suffers from Unearthly Heat in temperatures ranging from 101-140 degrees F. For temperatures above 140 degrees F, the vampire suffers from Burning Heat. For more information on heat dangers, see page 303 of Dungeon Master’s Guide I. For information on Unearthly and Burning Heat, see page 12 of Sandstorm. The vampire may use this power while using Mask of Mortality, but ONLY by turning it inward to protect themselves from heat.
- Freeze (Su): The vampire can drain the heat from a living creature. On a successful grapple check, the vampire deals 2d4 points of dexterity damage to a grappled foe. Fortitude save for half. The vampire chooses whether or not to use this power. This ability is suppressed while the vampire is using Mask of Mortality.
- Frost Born (Ex): May create and manipulate ice and cold air at will. The vampire has a number of “Cold Points”. The vampire regenerates 1 point per round. The vampire regenerates 2 points per round while in severe cold, 3 points per round while in extreme cold, and 4 points per round while in unearthly cold. The vampire loses 1 point every round while in very hot heat, 2 points every round while in severe heat, 3 points every round while in extreme heat, and 4 points every round while in unearthly heat. If the vampire is protected from a particular heat band, via any means, they do not lose cold points, but neither do they regenerate them. The maximum number of cold points the vampire may have at any given time is equal to their HD x 2. The vampire may expend as many points per round as they wish, with the maximum number of points they may spend equal to their current points. The vampire may cause any one of the following effects by expending cold points. The number of cold points the vampire must spend depends on which effect they use. Some powers have a minimum character level as a prerequisite. While using Mask of Mortality, the vampire continues to gain cold points, but they may not use any ability that requires the vampire to expend cold points while using Mask of Mortality.
- Cold of the Grave (Su): The vampire makes a ranged touch attack against 1 creature. The creature suffers 1d6+2 cold damage and must make a Fortitude save of suffer 1d4 points of Constitution Drain. This power costs 4 cold points. The vampire may increase the DC of the Fortitude save by 1 for every additional cold point they spend (Max 5).
- Embrace of the Grave (Su): The vampire makes a ranged touch attack against 1 creature. The creature suffers 1d6+2 cold damage and must make a Will save or be haunted with visions of death and decay, particularly their own, causing them to suffer 1d4 points of Wisdom Drain. This power costs 4 cold points. The vampire may increase the DC of the Will save by 1 for every additional cold point they spend (Max 5).
- Silence of the Grave (Su): The vampire makes a ranged touch against 1 creature. The creature suffers 1d6+2 cold damage and must make a Will save or be silenced for 1d4 rounds. This power costs 4 cold points. The vampire may increase the DC of the Will save by 1 for every additional cold point they spend (Max 5).
- Shatter (Su): The vampire may cause ice to shatter into pieces. The vampire may shatter 1 cubic foot of ice/HD. If corporeal creatures/objects are magically stored within the ice, or are frozen within it, they must make a DC 14 Fortitude save or be destroyed. A successful save results in 3d6 damage. Creatures and objects within 5ft of the destroyed ice must make a DC 14 Reflex save or suffer 1d4 slashing and 1d4 cold damage from the flying shards. The vampire may increase the amount of ice affected by 1 cubic foot for each additional point they spend. This power costs 2 points.
- Icy Manifestation (Su): The vampire may create up to 1 cubic foot of ice/HD. The newly created ice is nonmagical and permanent; though it will melt in temperatures above 32 degrees F like regular ice. This power costs 2 points.
- Frostfell’s Embrace (Su): The vampire heals 2d6 hp, +2 point for every additional point they spend. This power costs 5 points. Minimum character level of 3.
- Frozen Blade (Su): The vampire can create any kind of melee weapon they are proficient with. The melee weapon must be of simple design, no moving or linked parts can be created; thus, a mace or sword could be made, but not a ball and chain. The weapon has all the properties of a +1 version of a normal weapon of its type. The weapon lasts for 1hr before it melts. If the weapon ever leaves the vampire’s hands, it immediate melts. This power costs 10 points. Minimum character level of 6.
- Frozen Beam (Su): The vampire channels raw cold in the form of a beam of freezing air and blue-white energy. This is a line attack with a medium range. The beam deals 1d6 cold damage/2 HD of the vampire (Max 10d6), Reflex save for half. The vampire may spend an additional 5 points to cause all affected creatures to make a will save at a –4 penalty or be frozen solid for 1d4 minutes. Creatures with the water subtype suffer a –6 penalty instead. This power costs 5 points. Minimum character level of 10.
- Frozen Blast (Su): The vampire channels raw cold in the form of a blast of freezing blue-white energy. The blast deals damage and acts in the same manner as a fireball except as noted here. The blast deals cold damage, not fire damage. This power costs 5 points.
- Frozen Burst (Su): The vampire channels raw cold in the form of a burst of freezing air and blue-white energy. The burst has a radius of 10 feet and is centered on the vampire. All affected creatures suffer 2d8 cold damage and must make a Will save of be frozen solid for 1 minute. The vampire may increase the damage by 2 and the DC by 1 for every 2 additional points they spend. Minimum character level of 8.
- Encase (Su): The vampire may cause 1 creature or object to be frozen solid for 1 hr. The creature or object is entitled to a Will save to resist the effect. This power cannot affect a creature or object of more than 1 size type larger than the vampire. This power costs 20 points. The vampire may increase the DC by 1 for each additional point they spend. Minimum character level of 10.
- Frostfell Magicka (Su): The vampire may emulate any spell that has the cold descriptor. The vampire must have at least 3 times as many HD as the level of the spell they emulate. The vampire cannot use this power to emulate a spell with an XP cost. The vampire spends cold points equal to the level of the spell they emulate.
- Cold to the Touch (Ex): The vampire’s body is constantly kept at sub-zero temperatures, and at the deepest parts of their body, the temperature is absolute zero. The touch of the vampire deals 2d6 cold damage and has a 40% chance of causing the Creeping Frost disease and a 10% chance of causing the Winter Rot disease. Creatures that resist the cold damage also resist the disease. This is a melee attack but it also works whenever a creature touches the vampire, either by the vampire’s natural attacks or by the creature simply reaching out and touching the vampire; so creatures grappling the vampire are subject to this damage. This is not a touch attack because it does not penetrate armor or clothing, skin contact is required. This ability is suppressed while the vampire is using Mask of Mortality.
- Absorb Cold (Ex): Cold damage heals, not harms, the vampire. If the vampire is struck with an effect that deals cold damage, the vampire heals hitpoints equal to ½ of the damage that would have been dealt.
- Category A Vampires:
- Gain Cold Subtype
- Gain the feats: Bonus Domain (Cold), Cold Focus, Cold Spell Specialization, Faith in the Frost, Frostfell Prodigy, Frozen Magic, Greater Cold Focus, Ice Harmonics, Icy Calling, Piercing Cold, Snowcasting
- Experience requirements to gain levels in the Sorcerer class is reduced by 50%
- Move at full speed in snowy and icy conditions and always succeed balance checks on ice
- Always under the effects of Ice Skate, Snowsight and Snow Walk
- May use Ice Darts as an extraordinary ability at will
- May use the following as supernatural abilities at will
- Chill Touch, Crack Ice, Detect Fire, Dispel Fire, Ice Rift, Ice Shape, Ice Shield, Snowsong
- May use the following as spell-like abilities at will
- Arctic Haze, Blood Snow, Binding Snow, Cone of Cold, Ice Storm, Polar Ray, Wall of Ice
- May use Animus Blizzard as a spell-like ability once per week
- May use Dire Winter as a spell-like ability once per month
- Breath of Frost (Ex): This is a Breath Weapon that the vampire may use as a Standard Action. Once used, the vampire cannot use it again for 1d4 rounds. The vampire exhales frigid air in the shape of a 30ft +10ft/the vampire’s Age cone. Creatures within the cone suffer cold damage equal to 1d8/ the vampire’s Charisma Modifier + 2d8/the vampire’s Age, Reflex save for half.
- Breath of Coldfire (Ex): The vampire may use this ability once per day. The vampire draws in energy from deep within the Elemental Plane of Water. As a standard action, the vampire may regurgitate up to 20 gallons of Coldfire (See Frostburn pg 17). This ability is released as a cone shaped burst with the same dimensions as Cone of Cold. The Coldfire is permanent, and may be used as a spell-component if desired.
- Freeze Blood (Ex): The vampire may use this ability at will as a standard action. The vampire can breathe a cloud of extreme cold into a creature in a they occupy or a square adjacent to themselves. The creature must make a Fortitude save or their insides will be frozen, with razor sharp icy piercings forming around and inside their organs, riping the organs apart. Creatures that fail their save die instantly. Creatures that succeed their saving throw suffer 3d6 + the vampire’s Charisma Modifier (if positive) in cold damage. Creatures Vulnerable to Fire suffer a -5 penalty on their saving throw. Creatures the vampire is grappling suffer a -5 penalty to their saving throw. These penalties are culmulative. This is a Death effect and creatures with the Cold Subtype are immune to this ability. Creatures of more than 1 size category than the vampire automatically succeed their saving throw, suffering only the damage.
- Ice Walk (Ex): The vampire can pass through ice, snow, or slush as easily as a fish swims through water or a human walks across the ground. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples or other signs of its presence. The vampire may walk across the top of any amount of snow without sinking and leaves no trail. The vampire can fight from the cover of an ice sheet or snow field in much the same way an incorporeal creature uses a wall or floor for cover. A vampire attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover. The vampire may extend this ability on to two other creatures that they are touching. During the time the creatures are under this ability’s effects, they must not cease to touch the vampire, if they do, they are no longer under its effect (which may or may not result in being frozen solid, or death, depending on the situation).. This power does not grant the creatures air supply; creatures that need to breathe will have to find another way to breath.
- Tremorsense (Ex): The vampire automatically senses the location of anything within 300 feet that is in contact with ice or snow.
- Heat Sense (Ex): The vampire can automatically sense heat sources within 300 feet, as the spell detect fire. It senses only the presence or absence of heat, but if it chooses to use a standard action to concentrate on this ability, it can establish the number and location of heat auras and the strength of each in the second and third rounds of concentration. Invisible creatures whose location is pinpointed by heat sense still have total concealment from the vampire.
- Aura of Whiteout (Su): The vampire may resume or suppress this ability as a standard action at will. This power functions in the same manner as the 7th level Druid spell Whiteout and is centered on the vampire.
- Aura of Cold (Su): The vampire may resume or suppress this ability as a standard action. This ability has a radius equal to 20ft + 20ft/the vampire’s Charisma modifier + 20ft/the vampire’s Age. This ability reduces the temperature in the area by 10 degrees/round (to a minimum of -60 degrees Fahrenheit). Water freezes instantly within this area. Creatures within this area suffer 2d8 points of cold damage per round. Temperatures return to normal after 1hr.
- Freezing Aura (Su): The vampire may resume or suppress this ability as a standard action. This ability is similar to Aura of Cold, but more powerful. This ability has a radius equal to 10ft + 10ft/the vampire’s Charisma modifier + 10ft/the vampire’s Age. It reduces the temperature by 15 degrees/round (to a minimum of -150 degrees). Creatures within this area suffer 4d10 points of cold damage per round. Ice begins to rapidly form around creatures that suffer at least 10 points of damage from this ability. This ice does not prevent movement, but affected creatures act as though they were subject to a Slow spell for that round. A creature that is slowed in this manner for 2 rounds in a row must make a DC 16 Fortitude save or be subject to the vampire’s Encase ability (described under the Cold Born ability below). Creatures with Resistance or Immunity to cold are immune to the Slow and Encase effect created by this ability. Temperatures return to normal after 1hr. Living corporeal humanoids that are killed by this ability have a 50% chance of rising as a Bleakborn (See Libris Mortis pg 86) under the vampire’s control. These count against the vampire’s maximum HD of under it can control.
- Fimblewinter (Su): Once per month, the vampire may cause a supernatural winter to occur. To do this, the vampire must meditate for 1hr to focus their power into the form of a blizzard. This ability generates the same effect as a Fimblewinter spell except as noted here. The spell has maximum duration (48 weeks), affects the area as if it were winter (regardless of actual season), and the die roll to determine the amount of snow and wind does not suffer a penalty (if applicable, but may still receive a bonus if applicable). This winter has the ability to create Dire Weather (as described in Frostburn). The frequency and number of occurrences of the dire weather is subject to the DM, but there will always be at least some dire weather. The vampire may dismiss the effect as a free action at will. The vampire can only have one such fimblewinter active at a time (the vampire cannot use this ability if it has another active fimblewinter created by this ability, even if 1 month has passed since creating it).
- Freeze (Su): The vampire can drain the heat from a living creature. On a successful grapple check, the vampire deals 2d4 points of dexterity damage to a grappled foe. Fortitude save for half. The vampire chooses whether or not to use this power. This ability is suppressed while the vampire is using Mask of Mortality.
- Frost Born (Ex): May create and manipulate ice and cold air at will. The vampire has a number of “Cold Points”. The vampire regenerates 2 point per round. The vampire regenerates 3 points per round while in severe cold, 6 points per round while in extreme cold, and 15 points per round while in unearthly cold. The vampire regenerates 1 point every round while in severe heat, 1 point every 5 rounds while in extreme heat, and 1 point every 5 minutes while in unearthly heat. The maximum number of cold points the vampire may have at any given time is equal to their HD x 4. The vampire may expend as many points per round as they wish, with the maximum number of points they may spend equal to their current points. The vampire may cause any one of the following effects by expending cold points. The number of cold points the vampire must spend depends on which effect they use. Some powers have a minimum character level as a prerequisite. While using Mask of Mortality, the vampire continues to gain cold points but they may not use any ability that requires them to expend cold points.
- Cold of the Grave (Su): The vampire makes a ranged touch attack against 1 creature. The creature suffers 1d6+2 cold damage and must make a Fortitude save of suffer 1d4 points of Constitution Drain. This power costs 4 cold points. The vampire may increase the DC of the Fortitude save by 1 for every additional cold point they spend (Max 5).
- Embrace of the Grave (Su): The vampire makes a ranged touch attack against 1 creature. The creature suffers 1d6+2 cold damage and must make a Will save or be haunted with visions of death and decay, particularly their own, causing them to suffer 1d4 points of Wisdom Drain. This power costs 4 cold points. The vampire may increase the DC of the Will save by 1 for every additional cold point they spend (Max 5).
- Silence of the Grave (Su): The vampire makes a ranged touch against 1 creature. The creature suffers 1d6+2 cold damage and must make a Will save or be silenced for 1d4 rounds. This power costs 4 cold points. The vampire may increase the DC of the Will save by 1 for every additional cold point they spend (Max 5).
- Shatter (Su): The vampire may cause ice to shatter into pieces. The vampire may shatter up to 1 cubic foot of ice/HD. If corporeal creatures/objects are magically stored within the ice, or are frozen within it, they must make a DC 17 Fortitude save or be destroyed. A successful save results in 3d6 damage. Creatures and objects within 5ft of the destroyed ice must make a DC 17 Reflex save or suffer 1d4 slashing and 1d4 cold damage from the flying shards. The vampire may increase the amount of ice affected by 1 cubic foot for each additional point they spend. This power costs 2 points.
- Icy Manifestation (Su): The vampire may create up to 1 cubic foot of ice/HD. The newly created ice is nonmagical and permanent; though it will melt in temperatures above 32 degrees F like regular ice. This power costs 2 points.
- Frostfell’s Embrace (Su): The vampire heals 2d6 hp, +2 point for every additional point they spend. This power costs 5 points. Minimum character level of 3.
- Frozen Blade (Su): The vampire can create any kind of melee weapon they are proficient with. The melee weapon must be of simple design, no moving or linked parts can be created; thus, a mace or sword could be made, but not a ball and chain. The weapon has all the properties of a +1 version of a normal weapon of its type. The weapon lasts for 1hr before it melts. If the weapon ever leaves the vampire’s hands, it immediate melts. This power costs 10 points. Minimum character level of 6.
- Frozen Beam (Su): The vampire channels raw cold in the form of a beam of freezing air and blue-white energy. This is a line attack with a medium range. The beam deals 1d6 cold damage/2 HD of the vampire (Max 10d6), Reflex save for half. The vampire may spend an additional 5 points to cause all affected creatures to make a will save at a –4 penalty or be frozen solid for 1d4 minutes. Creatures with the water subtype suffer a –6 penalty instead. This power costs 5 points. Minimum character level of 10.
- Frozen Blast (Su): The vampire channels raw cold in the form of a blast of freezing blue-white energy. The blast deals damage and acts in the same manner as a fireball except as noted here. The blast deals cold damage, not fire damage. This power costs 5 points.
- Frozen Burst (Su): The vampire channels raw cold in the form of a burst of freezing air and blue-white energy. The burst has a radius of 10 feet and is centered on the vampire. All affected creatures suffer 2d8 cold damage and must make a Will save of be frozen solid for 1 minute. The vampire may increase the damage by 2 and the DC by 1 for every 2 additional points they spend. Minimum character level of 8.
- Encase (Su): The vampire may cause 1 creature or object to be frozen solid for 1 hr. The creature or object is entitled to a Will save to resist the effect. This power cannot affect a creature or object of more than 1 size type larger than the vampire. This power costs 20 points. The vampire may increase the DC by 1 for each additional point they spend. Minimum character level of 10.
- Frostfell Magicka (Su): The vampire may emulate any spell that has the cold descriptor. The vampire may emulate spells of up to 9th level. The vampire cannot use this power to emulate a spell with an XP cost. The vampire spends cold points equal to the level of the spell they emulate. The vampire uses the normal casting time for the spell.
- Controlled Body Temperature (Ex): The vampire’s body temperature is constantly regulated. The vampire is totally unaffected by extremities in temperatures of any degree. The vampire may sheath themselves in a layer of extreme cold at will. The vampire may choose how much of their body and what areas this power covers. While active, the touch of the affected part (which penetrates objects as thick as armor) deals 3d6 points of cold damage on contact, stuns the target for 1 round, and has an 80% chance of causing the Creeping Frost disease and a 25% chance of causing the Winter Rot disease. This is a touch attack but it also works whenever a creature touches the vampire, either by the vampire’s natural attacks or by the creature simply reaching out and touching the vampire; so creatures grappling the vampire are subject to this damage. If entirely covered, any creature that hits the vampire in melee suffers 1d6+4 cold damage unless wielding a reach weapon.
- Absorb Cold (Ex): Cold damage heals, not harms, the vampire. If the vampire is struck with an effect that deals cold damage, the vampire heals hitpoints equal to ½ of the damage that would have been dealt.
- Note: Endure Elements, and similar spells, is just as effective for Category C and B Volkihar vampires as other creatures.
- Note: Category A Vampires are NOT vulnerable to fire despite the fact that they have the Cold Subtype; in fact, they are immune to fire because they also have the Fire Subtype (see Fekkir bloodline).
Whet-Fang
- The Whet-Fang bloodline is more reptilian than bat but its members are by no means less powerful. Whet-Fang vampires are at one with nature (though they are not a natural part of nature and animals fear them all the same), being able to pick up even the barest of details that might otherwise go unnoticed. They cannot control bats and rats like the other bloodlines but they can control small reptiles. They cannot turn into a bat or rat either and instead may turn into a small reptile of their choice. They are more easily identified as vampires. Their skin is scaly and they speak with a hissing noise. If someone is turned into a Whet-Fang vampire and they do not have the ranger class, than they will automatically gain this class as if they were a multi-class user. If the base creature cannot swim, they gain the ability to. Whet-Fang vampires are drawn to swamps, marshes, bogs, and similar terrain, as it is their preferred environment.
- Category C Vampires:
- +2 to Str, Dex
- -1 to Cha
- +2 bonus to Natural AC
- Gain the ability to speak Draconic
- Gain the Reptilian Subtype
- Gain a tail equal to ½ the length of their height. This tail is not strong enough to make use of the multi-weapon feat as per the Savage Species book. If the base creature already has a tail, it becomes strong enough to make use of the multi-weapon feat and the base creature gains a tail-attack as a natural weapon (using size as the base to determine the damage). If the base creature already has a tail attack, it gains a +2 bonus to damage rolls with the tail attack. Regardless of whether or not the base creature had a tail, this tail can be used to trip opponents
- +4 racial bonus to Knowledge (geography, nature), Survival, Swimming, Spot, Listen, Hide, Jump, and Balance
- Experience required to gain levels in the ranger class is reduced by 10%
- Gain a Atrophic Bite attack as an extraordinary ability (the vampire’s body naturally produces a venom that may be injected via their fangs. This poison, once injected, begins to atrophy the creature’s muscles. The creature must make a Fortitude save every round at a –2 penalty for 5 minutes. A failed save causes 2 points of Strength and Dexterity drain. A creature whose Strength is reduced to 0 by this poison dies. This is because the muscles supporting their heart will atrophy. The vampire only produces enough venom to use this power 3 times per day)
- Gain the feats: Improved Scent, Improved Swimming, Swamp Stalker
- May use Shriek 3 times per day as an extraordinary ability (The vampire gives out a deafening shriek. This shriek shatters glass or crystal like substances of less than ½ inch thick. All enemies within 60ft +5ft per level (Max +50) of the caster must make a fortitude save or be stunned for 1d4+1 rounds. Crystal like creatures will also suffer 1d8+2 per level (Max +20) sonic damage. A successful save will result in half damage and duration. All affected creatures are deafened for 1d4 rounds after the stun wears off.)
- May cast Call Lightning, Sleet Storm, or Commune with Nature as a supernatural ability once per day. The vampire may only cast one or the other per day, not both.
- Category B Vampires:
- +2 to Str, Dex
- -2 to Cha
- +3 bonus to Natural AC
- Range for Scent ability is doubled
- Gain the ability to speak Draconic
- Gain the Reptilian Subtype
- Gain a tail equal to ½ the length of their height. This tail is strong enough to make use of the multi-weapon feat as per the Savage Species book. If the base creature already has a tail attack, it gains a +4 bonus to damage rolls with the tail attack. Regardless of whether or not the base creature had a tail, this tail can be used to trip opponents
- +6 racial bonus to Knowledge (geography, nature), Survival, Swimming, Spot, Listen, Hide, Jump, and Balance
- Experience required to gain levels in the ranger class is reduced by 20%
- Gain a Atrophic Bite attack as an extraordinary ability (the vampire’s body naturally produces a venom that may be injected via their fangs. This poison, once injected, begins to atrophy the creature’s muscles. The creature must make a Fortitude save every round at a –2 penalty for 15 minutes. A failed save causes 3 points of Strength and Dexterity drain. This is because the muscles supporting their heart will atrophy. The vampire only produces enough venom to use this power 6 times per day)
- Gain Improved Scent and Improved Swimming as a bonus feat regardless of whether or not prerequisites are met
- May use Shriek 6 times per day (The vampire gives out a deafening shriek. This shriek shatters glass or crystal like substances of less than 1 inch thick. All enemies within 80ft +10ft per level (Max +100) of the caster must make a fortitude save at a –4 penalty or be stunned for 2d4+2 rounds and suffer 1d4+1 point per level (Max +10) sonic damage. Crystal like creatures suffer an additional –2 penalty and will suffer 2d6+3 per level (Max +30) sonic damage. Crystal like creatures of 3 HD or less are instantly destroyed with no saving throw. A successful save will result in half damage and duration. All affected creatures are deafened for 1d8 rounds after the stun wears off. The vampire may emit this power in the shape of a cone (5ft diameter at the caster, the diameter inreases by 2ft for every 1ft foward) or cylinder (10ft diameter at the caster) instead of a sphere. The cone or cylinder will cover the same total area as the sphere.). The vampire may use this ability while using Mask of Mortality.
- May cast Call Lightning, Sleet Storm, Control Winds, Commune with Nature as a supernatural ability 3 times per day. The vampire may cast any combination of these spells per day but is limited to only 3 castings in total.
- Category A Vampires:
- May transform into and/or control reptiles
- +10 racial bonus to Knowledge (geography, nature), Survival, Swimming, Jump, and Balance
- Gain the ability to speak Draconic
- Gain a Atrophic Bite attack as an extraordinary ability (the vampire’s body naturally produces a venom that may be injected via their fangs. This poison, once injected, begins to rapidly atrophy the creature’s muscles. The creature must make a Fortitude save every round at a –6 penalty for 1 hr. A failed save causes 5 points of Strength and Dexterity drain. This is because the muscles supporting their heart will atrophy. The vampire’s body rapidly reproduces this poison, allowing them to use this power as many times as they wish)
- Gain Feats: Improved Scent, Uncanny Scent, Improved
- May use Shriek at will (The vampire gives out a deafening shriek. This shriek shatters glass or crystal like substances of less than 2 inches thick. All beings within 120ft +20ft per level (Max +200) of the vampire must make a Fortitude save at a –4 penalty or be stunned for 8 rounds and suffer 2d4+2 per level (Max +20) sonic damage. Crystal like creatures suffer an additional –4 penalty and will suffer 4d6+6 per level (Max +60) sonic damage. Crystal like creatures of 6 HD or less are instantly destroyed with no saving throw. A successful save will result in deafness for 1d6+3 rounds and half damage. The vampire may emit this power in the shape of a cone (5ft diameter at the caster, the diameter increases by 2ft for every 1ft forward) or cylinder (10ft diameter at the caster) instead of a sphere. The cone or cylinder will cover the same area as the sphere.) The vampire may use this ability while using Mask of Mortality.
- May cast Control Winds, Call Lightning, Sleet Storm, and Commune with Nature as a supernatural ability at will
- May cast Control Weather as a supernatural ability at will. The spell is cast as if the vampire were a druid
- May cast Whirlwind as a supernatural ability 3 times per day.
- May cast Storm of Vengeance as a supernatural ability once per day.
Yekef
- This bloodline grants the vampire with great physical strength and endurance. The nature of this bloodline twists and distorts the vampire’s body, causing their form to become grotesque and fearsome. Yekef vampires are obviously inhuman and cannot conceal their vampiric nature. Their regeneration is twice as powerful but they must also feed twice as often. A Yekef vampire’s jaw and skin is disconnected at the front of the face from the lower lip to the neck. Their jaw may open sideways in both directions, revealing sharp, crooked teeth at the ends. Their tongues may extend up to 6 inches out of their mouths. Their tongues open up like a cylinder with 6 crooked teeth in a ring. The vampire will use this form of biting as a means to rapidly drain the blood of their victims. A Category A Vampire’s jaw opens up in 4 directions rather than 2 (the top part of their jaw also opens up). If someone is turned and they do not have the monk class then they will gain the monk class as if they were a multi-class user.
- Category C Vampires:
- +4 to Str
- -4 to Cha
- +4 to Natural AC
- +15 total hp
- +4 racial bonus to Bluff and Intimidate
- Gain the feats: Deformity (face), Endurance, Improved Grapple, and Willing Deformity
- Bone Layer (Ex): The vampire’s heart is protected by bone from the front and the back. All attempts to stake the vampire from the front or back will be very difficult without tremendous force. Creatures without tremendous strength cannot stake the vampire from the front or back.
- Unhinge Jaw (Ex): The vampire may open up their jaw as described above to rapidly drain blood from a victim. If the vampire uses their blood drain attack in this way, they are treated as having dealt 2 Blood Drains on a successful blood drain attack.
- Unholy Toughness (Ex): The vampire gains a bonus to its hitpoints equal to its Charisma Modifier x its HD (minimum of 1 point per HD). This functions the same way as the bonus to hitpoints gained from a creature’s Constitution Modifier, except that the Charisma Modifier is used instead.
- Necromantic Strike (Su): The vampire’s unarmed strikes and natural weapons have a +1 enchantment bonus. This enchantment bonus has all the effects of an actual enchantment, i.e, +1 to attack and damage roll and counts as a +1 magic weapon for the purposes of overcoming damage reduction. This enchantment bonus increases to +2 when the vampire reaches 5HD, +3 when the vampire reaches 10HD, and maxes at +4 when the vampire reaches 15HD. This enchantment bonus cannot be drained or otherwise removed from the vampire by abilities that drain magic. For example, a Nightwing’s Magic Drain ability would have no effect on the enchantment bonus on the vampire’s unarmed strikes.
- Aura of Fear (Su): The vampire is constantly shrouded in an aura of fear and death. Living creatures with fewer HD than the vampire’s within a 15ft radius of the vampire must make a will save at a –2 penalty or be or be affected as though by a Fear spell. After the effects wear off, the creature must make another save to resist the aura. A successful save means the creature is immune to this aura for 24hrs. If more than one aura of fear is present the creature must make a save for each aura.
- Venom (Ex): Bite may be used to inject a venom which will paralyze the victim for 1d4 rounds. (Fortitude save for half. If the save is successful and the number of rounds is 1 then the victim will not be paralyzed. If the vampire pins the victim and continues to drain blood the rounds the vampire spends doing this do not count against the time the paralysis lasts. Venom can only be injected if the jaw and tongue are opened up as described above)
- Superior Regeneration (Ex): The vampire’s regeneration ability heals twice as many points, animal blood is twice as nutritious, and their Blood Drain attack heals twice as many hp; however, the vampire must feed twice as often.
- Extraordinary Strength (Ex): The vampire receives a +4 bonus to the damage to all melee attacks. This does not apply to ranged melee attacks. The vampire adds their Charisma Modifier as a bonus to all Strength checks and skills that have Strength as their key ability.
- Twisted Form (Ex): The curse of vampirism has horribly disfigured the vampire. The curse’s power is such that the vampire is immune to polymorphing, petrification, and other form-altering attacks. No known magick, even a Wish or Miracle spell, can undo the disfiguration to the vampire’s true form. This does not interfere with the vampire’s ability to assume temporary forms, such as with the Beastform Vitae Feat or a Shapechange spell.
- Category B Vampires:
- +5 to Str (if Str is less than 25 after bonus is applied then Str is set to 25)
- -5 to Cha
- +4 to Natural AC
- +25 total hp
- +6 racial bonus to Bluff and Intimidate
- Gain the feats: Deformity (face), Endurance, Improved Grapple, and Willing Deformity
- Bone Layer (Ex): The vampire’s heart is protected by bone from the front and the back. All attempts to stake the vampire from the front or back will be very difficult without tremendous force. Creatures without tremendous strength cannot stake the vampire from the front or back.
- Unhinge Jaw (Ex): The vampire may open up their jaw as described above to rapidly drain blood from a victim. If the vampire uses their blood drain attack in this way, they are treated as having dealt 2 Blood Drains on a successful blood drain attack.
- Unholy Toughness (Ex): The vampire gains a bonus to its hitpoints equal to its Charisma Modifier x its HD (minimum of 1 point per HD). This functions the same way as the bonus to hitpoints gained from a creature’s Constitution Modifier, except that the Charisma Modifier is used instead.
- Necromantic Strike (Su): The vampire’s unarmed strikes and natural weapons have a +2 enchantment bonus. This enchantment bonus has all the effects of an actual enchantment, i.e, +2 to attack and damage roll and counts as a +2 magic weapon for the purposes of overcoming damage reduction. This enchantment bonus increases to +3 when the vampire reaches 10HD, +4 when the vampire reaches 15HD, and maxes at +5 when the vampire reaches 20HD. This enchantment bonus cannot be drained or otherwise removed from the vampire by abilities that drain magic. For example, a Nightwing’s Magic Drain ability would have no effect on the enchantment bonus on the vampire’s unarmed strikes.
- Aura of Fear (Su): The vampire is constantly shrouded in an aura of fear and death. Living creatures with fewer HD than the vampire’s within a 30ft radius of the vampire must make a will save at a –4 penalty or be or be affected as though by a Fear spell. After the effects wear off, the creature must make another save to resist the aura. A successful save means the creature is immune to this aura for 24hrs. If more than one aura of fear is present the creature must make a save for each aura.
- Venom (Ex): Bite may be used to inject a venom which will paralyze the victim for 1d6+1 rounds and cause 1d4 points of poison damage. (Fortitude save at a –2 penalty for half damage and duration. If the vampire pins the victim and continues to drain blood the rounds the vampire spends doing this do not count against the time the paralysis lasts. Venom can only be injected if the jaw and tongue are opened up as described above). There is a 10% chance that the vampire’s claw attack will the same this venom each hit.
- Superior Regeneration (Ex): The vampire’s regeneration ability heals twice as many points, animal blood is twice as nutritious, and their Blood Drain attack heals twice as many hp; however, the vampire must feed twice as often.
- Extraordinary Strength (Ex): The vampire receives a +6 bonus to the damage to all melee attacks. This does not apply to ranged melee attacks. The vampire adds their Charisma Modifier as a bonus to all Strength checks and skills that have Strength as their key ability.
- Twisted Form (Ex): The curse of vampirism has horribly disfigured the vampire. The curse’s power is such that the vampire is immune to polymorphing, petrification, and other form-altering attacks. No known magick, even a Wish or Miracle spell, can undo the disfiguration to the vampire’s true form. This does not interfere with the vampire’s ability to assume temporary forms, such as with the Beastform Vitae Feat or a Shapechange spell.
- Category A Vampires:
- +10 racial bonus to Intimidate
- Gain the feats: Endurance, Epic Endurance, Improved Grapple, Improved Ki Strike, Thunderclap
- Bone Encasing (Ex): The vampire’s heart is encased in bone. All attempts to stake the vampire are virtually impossible without tremendous force. Creatures without tremendous strength cannot stake the vampire. Blood is transferred directly through the bone. Creatures without tremendous strength cannot stake the vampire even if the vampire is helpless.
- Unhinge Jaw (Ex): The vampire may open up their jaw as described above to rapidly drain blood from a victim. If the vampire uses their blood drain attack in this way, they are treated as having dealt 2 Blood Drains on a successful blood drain attack.
- Unholy Toughness (Ex): The vampire gains a bonus to its hitpoints equal to its Charisma Modifier x its HD (minimum of 1 point per HD). This functions the same way as the bonus to hitpoints gained from a creature’s Constitution Modifier, except that the Charisma Modifier is used instead.
- Necromantic Strike (Su): The vampire’s unarmed strikes and natural weapons have a +6 enchantment bonus. This enchantment bonus has all the effects of an actual enchantment, i.e, +6 to attack and damage roll and counts as a +6 magic weapon for the purposes of overcoming damage reduction. This enchantment bonus cannot be drained or otherwise removed from the vampire by abilities that drain magic. For example, a Nightwing’s Magic Drain ability would have no effect on the enchantment bonus on the vampire’s unarmed strikes.
- Aura of Malevolence (Su): A malevolent aura surrounds the vampire when it fights or gets angry. Any hostile creature within a 20ft radius of the vampire must make a Will save to resists its effects. Those who fail take a -4 morale penalty on attacks, AC, and saves for the next 24hrs. If an affected creature makes a successful hit against the vampire, that creature can attempt a new saving throw. A creature that makes a successful saving throw against the effect is immune to this ability for 24hrs.
- Aura of Fear Toggable (Su): The vampire may resume or suppress this ability as a standard action at will. While this aura is active, living creatures with fewer HD than the vampire’s HD within a 60ft radius of the vampire must make a will save at a –6 penalty or be affected as though by a Fear spell. After the effects wear off the creature must make another save to resist the aura. A successful save means the creature is immune to this aura for 24hrs. If more than one aura of fear is present the creature must make a save for each aura)
- Venom (Ex): Bite may be used to inject a venom that will paralyze the victim for 2d6+2 rounds and cause 2 points of poison damage per round. Fortitude save at a –4 penalty for half damage and duration. If the vampire pins the victim and continues to drain blood the rounds the vampire spends doing this do not count against the time the paralysis lasts. There is a 25% chance that the vampire’s claw attack will the same this venom each hit.
- Extraordinary Strength (Ex): The vampire receives a +8 bonus to the damage to all melee attacks. This does not apply to ranged melee attacks. The vampire adds their Charisma Modifier as a bonus to all Strength checks and skills that have Strength as their key ability. Finally, the vampire’s claw attack deals damage as if the vampire were one size category higher.
- Superior Regeneration (Ex): The vampire draws extra nourishment from blood. Animal blood is twice as nutritious, and their Blood Drain attack heals twice as many hp.
Dhampirs
Sometimes called Half-Vampires, Dhampirs are the result of the union of a living being and a vampire who is less than 60% vampiric. Dhampirs are 1-29% vampiric but they are not true vampires. If a pregnant Humanoid or Monstrous Humanoid is turned into a vampire, the unborn child will be born a Dhampir. Their features have a hint of feralness, their canines are overdeveloped (but not nearly as much as a vampire’s), and their skin is pale, sometimes ashen, in color. Dhampirs are often physically attractive.
Dhampirs are failed vampires. Living flesh that was exposed to too little of the necromancy that animates vampires.
The Dhampir template is an inherent template only. They are not undead, they are not affected by spells that affect undead, but are still affected by spells that specifically affect vampires (anti-vampire magic); however, they suffer only half damage regardless of rolls (if an anti-vampire spell allows a save for half damage, cut the damage in half again (1/4 damage) on a successful save).
Sterility: Dhampirs are sterile. They cannot have children.
Enhanced Longevity: Lifespan same as base race x3, do not suffer penalties from aging but still gain bonuses
Vampiric: Starting at the Dhampir’s adolescent years, once a month, they must feed on living blood and are burned by sunlight in the same manner of a vampire.
Feats: The base creature gains the Alertness, Lightning Reflexes, and Improved Initiative feats even if it does not meet the prerequisites.
Skills: A Dhampir gains a +4 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks.
Special Qualities: A Dhampir has all the special qualities of the base creature in addition to the following.
Fast Healing (Ex): A Dhampir heals 1 hitpoint per round so long as it has at least 1 hitpoint.
Enhanced Speed (Ex): The base creature’s base land speed (or primary movement rate) increases by 10ft.
Resistance to Vampires (Ex): Cannot be turned into a vampire (as they are technically already a vampire), +4 racial bonus on saves vs vampire spell-like and supernatural abilities derived from their vampiric powers but not from class powers or powers not gained by the vampire template.
Advanced Immune System (Ex): A Dhampir is immune to non-magical diseases and poisons. A Dhampir gains a +4 racial bonus on saves against magical diseases and poisons.
Resistance: The base creature gains Resistance to Cold 5 and Resistance to Electricity 5.
Lowlight Vision: The base creature gains Lowlight vision if it didn’t already have it.
Natural Armor: The base creature gains a +3 Natural Armor bonus.
Special Abilities: A Dhampir has all the special qualities of the base creature in addition to the following.
Blood Drain (Ex): During the time a Dhampir must feed on blood, its canines elongate in the same manner as a vampire. The Dhampir gains a Blood Drain attack as if it were a vampire, and may heal damage and gain temporary hitpoints using it. The Dhampir must use this blood drain to feed. The Dhampir loses this ability after they have fed. If the Dhampir does not feed on blood by sunrise the next day, it retains its Blood Drain attack and vulnerability to sunlight for another 24hrs, cannot use its Vitae Feats, loses all its ability score adjustments from the Dhampir template, and suffers a -2 penalty to Str and Dex. The Dhampir retains its Blood Drain attack and vulnerability to sunlight until it feeds off of blood if this happens. Once the Dhampir finally feeds, it no longer suffers the penalty to Str and Dex, regains its ability score adjustments and access to its Vitae Feats.
Charm Gaze (Su): Starting from the first time it feeds off of blood, a Dhampir can use Charm Person as a Gaze Attack once per day. The caster level is equal to the Dhampir’s HD.
Weak Vitae: Dhampirs do not have a Vitae score, but they may still make use of Vitae Feats. A Dhampir gains 1 Vitae Feat the first time it feeds on blood. A Dhampir may select a Vitae Feat in place of a regular Feat. If the Vitae Feat has a Vitae cost, the Dhampir must take an equivalent amount of Constitution Damage to use it. A Dhampir counts as Neonate vampire of the same bloodline as its vampire parent for the purposes of meeting prerequisites.
Ability Score Adjustments: Str +4, Dex +4, Con +4, Cha +2
Alignment: Any but tend towards neutrality on the good/evil axis
Bloodline Traits
Below is a list of adjustments that are bloodline specific for Dhampirs. Unless otherwise stated, all bonuses are racial bonuses. Tendancies of specific Dhampir bloodliens are also included.
Anthotis:
- +2 bonus to Intelligence
- Telepathy to a range of 30ft as a Language-Dependant Psi-Like ability
- Experience required to gain levels in the Psion class is reduced by 5%
Aundae:
- +2 bonus to Intelligence
- +2 bonus to Spellcraft checks
- Experience required to gain levels in the Wizard class is reduced by 5%
- 25% of Aundae Dhampirs are born with mental instability (this instability never interferes with the Dhampir’s ability to learn and cast arcane spells)
Berne:
- +2 bonus to Dexterity
- +2 bonus to Hide and Move Silently checks
- Experience required to gain levels in the Rouge class is reduced by 5%
Bonsamu:
- +2 bonus to saves vs Illusions and Enchantments
- May use Invisibility as a spell-like ability once per day at a caster level equal to the Dhampir’s highest class level but may only cast it on itself.
Egnana:
- +2 bonus to Constitution
- May use Rusting Grasp as a spell-like ability 3 times per day
- Experience required to gain levels in the Druid class is reduced by 5%
- Skin tends to clings to flesh tighter. 50% of Egnana Dhampirs have white hair from birth
Fekkir:
- +2 bonus to Charisma
- Fire Resistance 20
- Experience required to gain levels in the Warlock class is reduced by 5%
- Natural body temperature is 10% higher than is normal for base race. About 9 or 10 degrees Fharenheit for human based Dhampirs
Garlythi:
- +2 bonus to Wisdom
- +2 bonus to Turn/Rebuke rolls
- Experience required to gain levels in the Cleric or Necromancer Specialist classes is reduced by 5%
Gelgoran:
As bizarre as it seems, it is possible for Gelgoran vampires to sexually reproduce, but it must be done on the Ethereal Plane.
- +2 to Charisma
- May see into the Ethereal Plane as though by a True Seeing effect. This does not grant the Dhampir any other ability granted by True Seeing, such as defeating illusions
- The Dhampir’s Natural Weapons and any weapon it wields are treated as having the Ghost Touch enchantment
Haarvenu:
- +2 bonus to Charisma
- +2 bonus to Perform checks
- Experience required to gain levels in the Bard class is reduced by 5%
- Typically posses an unearthly beauty and are slightly emotional
Invernus:
- +2 bonus to Strength
- +2 bonus to Bluff checks
- Experience required to gain levels in the Barbarian class is reduced by 5%
- Tend to be short tempered
Keerilth (incomplete):
- +2 bonus to Strength
- May use Gaseous Form as a once per day as a Spell-Like ability
Khulari:
- +1 bonus to Intelligence and Wisdom
- +2 bonus to Diplomacy checks when dealing with outsiders of any-evil alignment
- Experience required to level up the conjurer specialist class is reduced by 5%
Lyrezi:
- +2 to Intelligence
- Darkvision out to 30ft
- Experience required to gain levels in the Shadowcaster class is reduced by 5%
- 50% of Lyrezi Dhampirs are born with pitch black hair
Montalion:
- +1 bonus to Dexterity and Wisdom
- +2 bonus to Hide checks
- May use Dimension Door once per day as a Spell-Like ability.
Quarra:
- +2 bonus to Strength
- +2 bonus to Attack Rolls
- Experience required to gain levels in the Fighter class is reduced by 5%
Raelu:
- +2 bonus to Charisma
- +2 bonus to Diplomacy and Sense Motive checks
- Gain the Leadership feat regardless of whether or not prerequisites are met
Selenu:
- +1 bonus to Str and Wis
- +2 bonus to Will saves vs arcane spells
- Spell Resistance 15
Telboth:
- +1 bonus to Str and Dex
- +2 bonus to Disguise checks
- +2 bonus to Spot checks vs Disguise checks
Thrafey (incomplete):
Varseth (incomplete):
Volkihar:
- +2 bonus to Str
- Cold Resistance 20 (instead of 5)
- Experience required to gain levels in the Sorcerer class is reduced by 5%
- Natural body temperature is 10% lower than is normal for base race. About 9 or 10 degrees Fharenheit for human based Dhampirs
Whet-Fang:
- +2 bonus to Dex
- +2 bonus to Natural Armor Class
- Experience required to gain levels in the Ranger class is reduced by 5%
- Skin is rough and coarse
Yekef:
- +2 bonus to Str
- +2 racial bonus to damage rolls from physical attacks
- Experience required to gain levels in the Monk class is reduced by 5%
- Will have at least some kind of physical deformity, causing the Dhampir to gain the Willing Deformity feat regardless whether or not they meet the prerequisites