

She has a Blood Point Pool equal to her Vampire Class level plus her Charisma modifier. This process can be stopped simply by making sure the corpse of the victim is not capable of rising as an undead by consecrating it, or removing the head.īlood Points: Starting at 1st level, the Vampire begins accumulating Blood Points which she can later use to fuel her vampiric powers and abilities. If the Vampire has gone too far to maintain a mental connection to the spawn, the spawn instead comes back to life as a ghoul. Vampires can control spawn equal to her Vampire class levels in HD (For example, a LV10 Vampire can control up to 10 1HD/Level spawn, or one 10HD/Level spawn.) Creatures immune to critical hits, ability drain, or negative level loss are unable to be affected by this ability. A successful save prevents the ailment, and a victim can only give up to twice their Constitution in hit points.Įnemies killed by this attack can raise 1d4 days later as a fledgling vampire spawn under the control of the vampire, if she chooses. To sacrifice more than their Constitution’s worth of hit points to the Vampire, the victim must willingly make a Fortitude Save (10 + every additional hit point drained), or become Nauseated for rounds equal to the extra hit points sacrificed. Willing victims can sacrifice an amount of hit points equal to their Constitution a day without fear of long term difficulty. This attack can only occur once per round, and any bonus hit points drained that would exceed her max hit points are lost.
#VAMPIRE COMBAT 3.5 FULL#
When the Vampire succeeds on a grapple check she can make a basic attack at her full bonus to drain blood dealing 1d6+STR modifier (2d6 at 5th, 3d6 at 10th, 4d6 at 15th, 5d6 at 20th) damage which she then converts to healing for herself instead. A Vampire gains Fast Healing/2 while hibernating, and is treated as if she was subject to an extended rest period. Vampires, while they do not sleep thanks to being undead, can opt for at least four hour periods of hibernation to recuperate damage dealt by sunlight, regain any lost spells or power points. She must either drain enough blood to recover the loss to her health, or have an extended rest (hibernation). Damage dealt by the sun to a Vampire does not heal, and is not subject to damage reduction. Sunlight Damage: Direct exposure to sunlight deals 1d6 damage per round (or minute) to the Vampire until she loses contact with the sunlight, or gains some form of protection (Such as clothing or armor that provides a bonus to AC of at least 1, or concealment). The Vampire receives a save versus all attempts to turn or rebuke her, and cannot be destroyed as a result of a turning check. Armor does not interfere with the Vampire’s ability to use any of her class abilities.Įnergy Damage & Rebuking: Spells and effects that deal negative energy damage heal the vampire, while positive energy damages her. Vampires are proficient with Light, and Medium Armor, but not with shields. Weapon and Armor Proficiency: Vampires are proficient with all Simple Weapons.

Knowledge ( Int) (Local and Nobility and Royalty only),Īll of the following are class features of the Vampire.

The nature of a Vampire prevents them from beginning their unlife as a good creature, but such creatures can exist.īlood Points, Embraced, Least Metamorphosis, Vampiric Feastīonus Feat, Dark Metamorphosis, Dark PowerĬlass Skills ( Skill Points::4 + Int modifier per level, ×4 at 1st level) However, thanks to a form of persisting soul within the creature, many vampires begin life simply as neutral predatory monsters. Most vampires are human, though hearing of an elf or gnome vampire isn’t completely unlikely.Īlignment: By nature, the undead are as a whole evil. Races: Only humanoids and animals can truly become vampires. Vampires have no need for the Wisdom or Constitution scores. A skillful vampire might invest in intelligence or dexterity. ( Su):The Vampire changes her type to Undead, and gains all bonuses of the type, excluding any that would change her hit dice, save progression, natural armor, or base attack bonus.Ībilities: A Vampire relies heavily on a high strength and charisma score. While a vampire has no basis in arcane power themselves, over the course of their growth they come to wield powerful abilities that resemble spells or psychic effects. Many are also skilled, whether in mixing lies and intrigue, or in the care of animals they might have grown fond of. Vampires are talented killers, and as such are powerful combatants. Stories tell of beautiful noblemen and women who dance darkly by moonlight, feasting on the blood of innocents. Vampires are one such story, malicious monsters that were once living, breathing creatures of blood and flesh. Although many wish that sometimes the stories they share weren’t true, many are. Things that lurk in the night have long been the choice story for parents seeking to put their children to bed at night.
