
Role: The vampire can fill many roles, depending on their clan and disciplines they take.
Alignment: Any non-good
Hit Die: d8
Starting Wealth: 5d6 × 10 gil (average 150 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The vampire’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Class Main Ability Scores:
The vampire mainly focuses on STR/DEX for martial combat and CHA for their class features.
Table: Vampire
Class Features
All of the following are class features of the vampire.
Weapon and Armor Proficiency
Vampires are proficient with all simple and martial weapons. They are also proficient with light armor, medium armor, and shields (except tower shields). A vampire gains a slam attack. Damage for the slam depends on the vampire’s size (1d4 for small, 1d6 for medium, and 1d8 for large). His slam also causes energy drain (see below). His natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Limit Breaks (Su)
At 1st level, the vampire receives the Limit Breaks (Blood Cloud and Perfect Vampire).
Blood Cloud (Su): This Limit Break allows the vampire to drain the blood of his victims. Enemies within 30 feet of the vampire must make a Fortitude save (DC 10 + half the vampire’s level + his Charisma modifier) or they will 1d4 points of Constitution damage + an additional 1d4 per four vampire levels after 1st. The vampire gains a number of blood points equal to the Condition damage suffered. If the vampire has more blood points than his max when this Limit Break ends, he loses the extra. This Limit Breal requires a standard action.
Perfect Vampire (Su): This Limit Break perfects the vampire’s vampirism. For a duration of 1 round + 1 round per four vampire levels after 1st, the vampire gains immunity to Holy damage and sunlight. In addition, he also gains a +2 competence bonus to his class feature DCs + an additional +1 DC per four vampire levels after 1st. Finally, his maximum blood pool doubles. If the vampire has more blood points than his max when this Limit Break ends, he loses the extra. This Limit Breal requires a swift action.
Undead Traits
A vampire possesses the following traits.
- The vampire has no Constitution score. He uses his Charisma score in place of his Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
- The vampire is immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- The vampire is not subject to nonlethal damage, ability drain, or energy drain. He is immune to damage to his physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
- The vampire absorbs all shadow damage, healing from any shadow damage that would have been taken.
- The vampire is weak against holy damage, taking half again holy damage taken.
- The vampire is considered undead for healing spells and effects.
- The vampire gains Darkvision 60 feet. If he already has Darkvision, it increases by 30 feet instead.
- The vampire is immune to death effects, disease, paralysis, poison, sleep effects, and stunning.
- The vampire is not affected by raise and reincarnate spells or abilities. Arise, arisega, and full-life can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. If this happens to a vampire, he no longer has access to vampire class features and must progress into another class. If she is turned back into a vampire, then she can progress as a vampire normally.
Blood Pool (Su)
At 1st level, a vampire has a blood pool in which he can use to heal his wounds or use one of his disciplines. The vampire’s maximum blood is equal to 3 + his vampire level + his Charisma modifier. The vampire begins play with half of his maximum blood pool.
By spending 1 blood point as a swift action, the vampire can do one of the following:
- Increase his speed by 10 feet for 1 round, or
- Heal himself for 5 points of damage (a vampire can spend multiple blood points to heal more, but not more than half her vampire level, minimum 1), or
- Increase one saving throw by +1 for 1 round.
As long as the vampire has at least 1 blood point in his blood pool, he is calm. Once he runs out of blood points, he frenzies. When this happens, the vampire gets the Berserk status effect and must feed on his closest enemy target (or non-enemy target if none are around) until he gains 1 blood point. He must then make a Will save (DC 20 – the number of blood points he has in his blood pool) to stop frenzying. The vampire can make a (DC 25) Will save to stop the frenzy from ever happening. But he must make this same Will save for each round that he is out of blood points.
Shadowless (Ex)
At 1st level, a vampire casts no shadows and shows no reflection in a mirror.
Clans
At 1st level, a vampire usually belongs to a clan of vampires. Choose one of the thirteen.
- Assamite Clan: The Judges of the Banu Haqim are torn between their hereditary thirst for vampiric Blood and their passion for justice. Stern adjudicators, they are fiercely devoted to upholding a moral code, and Embrace mortals capable of assessing and handling threats, enforcing laws and traditions, and punishing transgressors.
- Clan Disciplines: Celerity, Obfuscate, and Blood Sorcery
- Clan Stats: +2 Dex, +2 Cha.
- Special: The Assamite vampire has toxic blood. Whenever any creature adjacent to an Assamite vampire strikes him with a manufacture weapon, natural attack, or unarmed strike, they take 1d6 points of earth damage each time.
- Brujah Clan: The Brujah are a clan of radicals and troublemakers, embracing those willing to put someone in their place if the situation calls for it. Most see themselves as warriors with a cause, and these Rebels are guided by their passions, strength, and dedication to their ideals – whatever those may be.
- Clan Disciplines: Celerity, Potence, and Presence
- Clan Stats: +2 Str, +2 Cha.
- Special: Starting combat in front of a Brujah vampire causes them to frenzy unless they make a Will save (DC 20 – the number of blood points in his blood pool).
- Caitiff (Clanless): Exhibiting no discernable lineage, the Caitiffs are vampires without a clan. Distrusted by their peers, they are scorned because of their lack of lineage but also feared for their unpredictability. Jacks of all trades but masters of none, each Pander makes their own way in the society of the damned, free from ancestry and expectations both.
- Clan Disciplines: Pick 3 different disciplines, these become his standard disciplines.
- Clan Stats: Pick two different ability scores,1 physical (besides Con) and 1 mental.
- Special: When dealing with other clans, a Caitiff vampire suffers a -2 penalty on all Charisma checks as the caitiff are all looked down upon.
- Gangrel Clan: Often closer to beasts than other vampires, the Gangrel style themselves apex predators. These Ferals prowl the wilds as easily as the urban jungle, and no clan of vampires can match their ability to endure, survive, and thrive in any environment. Often fiercely territorial, their shapeshifting abilities even give the undead pause.
- Clan Disciplines: Animalism, Fortitude, and Protean
- Clan Stats: +2 Dex, +2 Cha.
- Lasombra Clan: Creatures subtly at odds with mundane reality, Lasombra vampires are expected to triumph at any cost. Ruthlessness is a sought-after trait in progeny, making their reputation as betraying interlopers well deserved. Most do not seek attention, preferring to act as puppeteers, powers behind the proverbial throne. To a Shadow, the ends justify any means.
- Clan Disciplines: Dominate, Oblivion, and Potence
- Clan Stats: +2 Str, +2 Int.
- Malkavian Clan: Derided as Lunatics by other vampires, the Blood of the Malkavians lets them perceive and foretell truths hidden from others. Like the “wise madmen” of poetry their fractured perspective stems from seeing too much of the world at once, from understanding too deeply, and feeling emotions that are just too strong to bear.
- Clan Disciplines: Auspex, Dominate, and Obfuscate
- Clan Stats: +2 Dex, +2 Wis.
- Special: Malkcavian vampires gain one additional drawback.
- Nosferatu Clan: The Nosferatu wear their curse on the outside. Their bodies horribly twisted and deformed through the Embrace, they lurk on the fringes of most cities, acting as spies and brokers of information. Using animals and their own supernatural capacity to hide, nothing escapes the eyes of the so-called Sewer Rats.
- Clan Disciplines: Animalism, Obfuscate, and Potence
- Clan Stats: -2 Dex, +2 Int, +2 Wis, +2 Cha.
- Special: A Nosferatu vampire suffers a -4 penalty on all Charisma skills except Animal Handling.
- Ravnos Clan: Masters of misdirection, the Ravnos prefer not to fight or bleed for something they can obtain through subtler means. They can charm and vanish within the same mortal breath, and those once fooled quickly learn to question their very senses when in the company of Ravens. Always on the move, the Ravnos can never rest in the same place for long lest their curse light them on fire as they slumber.
- Clan Disciplines: Animalism, Obfuscate, and Presence
- Clan Stats: +2 Dex, +2 Cha.
- Special: A Ravnos vampire’s BAB reduces to ½ and he gains the MP pool and spells of an illusionist equal to his vampire level. He loses proficiency with weapons and armor, only gaining proficiency with power rods and power staves.
- Toreador Clan: Known for their seductive nature, enthralling demeanor, and eloquent grace to the point of obsession, Toreador vampires Embrace artists and lovers into their ranks, forever trying to stir their own deadened hearts. Supernaturally graceful and charming, the Divas are always looking for the next thrill, leaving a detritus of discarded lovers and victims in their wake.
- Clan Disciplines: Auspex, Celerity, and Presence
- Clan Stats: +2 Dex, +2 Cha.
- True Brujah: The True Brujah are a bloodline of Clan Brujah that claim to be descendants of the original Antediluvian founder of the lineage and not his diablerist/childe Troile. The True Brujah are noted for their calm, detached behavior, which puts them in contrast to the main lineage who are known for their rather short, violent tempers and anti-establishment attitudes.
- Clan Disciplines: Celerity, Dominate, and Presence
- Clan Stats: +2 Dex, +2 Int.
- Special: A True Brujah vampire’s BAB reduces to ½ and he gains the MP pool and spells of a time mage equal to his vampire level. He loses proficiency with weapons and armor, only gaining proficiency with power rods and power staves.
- Tremere Clan: The arcane Clan Tremere were once a house of mortal mages who sought immortality but found only undeath. As vampires, they’ve perfected ways to bend their own Blood to their will, employing their sorceries to master and ensorcel both the mortal and vampire world. Their power makes them valuable, but few vampires trust their scheming ways.
- Clan Disciplines: Auspex, Dominate, and Blood Sorcery
- Clan Stats: +2 Dex, +2 Int.
- Special: A Tremere vampire’s BAB reduces to ½ and he gains the MP pool and spells of a black mage equal to his vampire level. He loses proficiency with weapons and armor, only gaining proficiency with power rods and power staves.
- Tzimisce Clan: To the Tzimisce, possession is all. They aim to dominate and own the subject of their possessiveness, jealously guarding it like their namesake dragon would its hoard. Everything from land, people, cults, companies, or gangs can fall under the covetous claws of a Dragon. This relentless possessiveness extends as well to their own bodies, and they often rework themselves into flawless, hideous, or utterly alien forms, all the better to display their utter control of all things theirs.
- Clan Disciplines: Animalism, Dominate, and Protean
- Clan Stats: +2 Dex, +2 Int.
- Ventrue Clan: The Ventrue are not called the Clan of Kings for nothing. Carefully choosing their progeny from mortals familiar with power, wealth, and influence, the Ventrue style themselves the aristocrats of the vampire world. Their members are expected to assume command wherever possible, and they’re willing to endure storms for the sake of leading from the front.
- Clan Disciplines: Dominate, Fortitude, and Presence
- Clan Stats: +2 Wis, +2 Cha.
Disciplines (Su)
Starting at 1st level and every two vampire levels thereafter, a vampire gains a discipline in each of his starting clan disciplines and he gains another discipline at 3rd level and every two vampire levels thereafter. Disciplines must be gained in order to select and disciplines are capped based on level. Example: The 2nd rank in a discipline requires 3rd level, the 3rd rank in a discipline requires 5th level, etc.
- Animalism: Utilized by those who desire a close and supernatural bond with the animal world as well as a vampire’s own Beast. Passive Bonus: For each tier taken in Animalism, it grants the vampire a +2 competence bonus to his Handle Animal checks.
- Bond Famulus (Ex): A vampire with this discipline gains a service of an animal companion as a beastmaster of his vampire level.
- Feral Whispers (Ex): A vampire is able to speak with animals like a beastmaster.
- Quell the Beast (Su): At a cost of 1 blood point, a vampire is able to calm another vampire’s frensy or a non-vampire to sleep. A vampire affected by this can’t rage or frenzy without a save. A non-vampire affected by this needs to make a Will save (DC 10 + half the vampire’s level + his Charisma modifier) or fall asleep for 1 round per level.
- Subsume the Spirit (Su): At a cost of 1 blood point, a vampire can use the spell, Dominate Monster, but only affect animals.
- Animal Dominion (Su): At a cost of 1 blood point, a vampire can use the spell, Dominate Monster, but only affect all animals of same type in a 50-feet-radius.
- Auspex: Enables vampires to hone their senses both physical and psychic in order to bolster his awareness, perceptions, or even see visions of the future. Passive Bonus: For each tier taken in Auspex, it grants the vampire a +2 competence bonus to his Perception checks.
- Heightened Senses (Su): At a cost of 1 blood point, a vampire adds 30 feet of darkvision, gains low-light vision, and gains +5 insight bonus of Perception checks for a duration of 1 minute per level.
- Unerring Pursuit (Ex): At a cost of 1 blood point, a vampire gains a +5 insight bonus on Survival checks to track a creature for a duration of 1 hour per level.
- Vermin Vision (Su): At a cost of 1 blood point, a vampire can see the vision from any animal within 50 feet.
- Clairaudience/Clairvoyance (Su): At a cost of 1 blood point, a vampire is able use Clairaudience/Clairvoyance, as per the spell.
- Telepathy (Su): At a cost of 1 blood point, a vampire gains telepathy out to 100 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of his telepathy increases by 10 ft. every vampire level thereafter. If the vampire has a form of telepathy, this ability adds to his range.
- Blood Sorcery: A type of blood magic that allows the practitioners to manipulate the blood, mortal or vampiric. Passive Bonus: For each tier taken in Blood Sorcery, it grants the vampire a +2 competence bonus to his Spellcraft checks.
- Corrosive Vitae (Su): At a cost of 1 blood point, a vampire can cause another creature’s blood to become acidic. A creature within 30 feet must make a Fortitude save (DC 10 + half the vampire’s level + his Charisma modifier) or suffer 1d6 points of Constitution damage.
- Blood’s Curse (Su): At a cost of 1 blood point, a vampire can cause another creature’s blood to become cursed. A creature within 30 feet must make a Fortitude save (DC 10 + half the vampire’s level + his Charisma modifier) or suffer the Curse and Disease status effect and take 1d2 points of Constitution damage per round for a duration of 1 round per vampire level.
- Scorpion’s Touch (Su): At a cost of 1 blood point, a vampire can cause his own blood to have a paralyzing poison effect. For a duration of 1 round per level, whenever the vampire would be struck by a manufacture weapon, natural weapon or unarmed strike, the attacker must make a Fortitude save (DC 10 + half the vampire’s level + his Charisma modifier) or be paralyzed for 1 round.
- Theft of Vitae (Su): At a cost of 1 blood point, a vampire can steal the blood of his victims. A creature within 30 feet must make a Fortitude save (DC 10 + half the vampire’s level + his Charisma modifier) or take 1d4+1 points of Condition drain. The vampire gains blood points equal to the Constitution drain.
- Reclamation of Vitae (Su): At a cost of 1 or more blood points, a vampire can spend some blood boosting his combat prowess. For a duration of 1 round per vampire levels, the vampire is hasted and for each blood point spent, the vampire gains 5 temporary hit points and a +2 competence bonus to his Strength and Charisma.
- Celerity: Powers up the movement of the vampire, enabling him to have unnatural quickness in his movement and supernatural reflexes. Passive bonus: For each tier taken in Celerity, it boosts the vampire’s movement speed by 5 feet.
- Rapid Reflexes: A vampire gains Combat Reflexes as a bonus feat.
- Fleetness (Su): At a cost of 1 blood point, a vampire becomes hasted for a duration of 1 round per vampire level.
- A Thousand Cuts (Ex): At a cost of 1 blood point, a vampire can use flurry of blows like a monk, but usable with any weapons and stacking with haste, for 1 round.
- Draught of Elegance (Su): At a cost of 1 blood point, a vampire can haste himself and all other allies within 30 feet for 1 round per vampire level.
- Lightning Strike (Su): At a cost of 1 blood point, a vampire can cause lightning to strike with his melee strikes. For a duration of 1 round per vampire level, a vampire’s melee attacks deal an extra +2d6 points of lightning damage.
- Dominate: Allows the vampire to use mind control through eye contact and spoken word as well as manipulate memories of his victims. Passive Bonus: For each tier taken in Dominate, it grants the vampire a +2 competence bonus to his Diplomacy checks.
- Compel (Sp): At a cost of 1 blood point, a vampire can use command, as per the spell.
- Mesmerize (Sp): At a cost of 1 blood point, a vampire can use hypnotism, as per the spell.
- Chain of Command (Sp): At a cost of 1 blood point, a vampire can use suggestion, as per the spell.
- Tabula Rasa (Su): At a cost of 1 blood point, a vampire can cause another creature to erase the victim’s memory to the point they don’t know who they are. A creature within 30 feet must make a Will save (DC 10 + half the vampire’s level + his Charisma modifier) or forget their memory for a duration of 1 round per vampire level.
- Mass Manipulation (Sp): At a cost of 1 blood point, a vampire can use mass suggestion, as per the spell.
- Fortitude: Strengthens the vampire’s physical and mental resistance. Passive Bonus: For each tier taken in Fortitude, it boosts a vampire’s resistance to damage. A vampire gains DR 1/- and 2 elemental resistance (all).
- Resilience (Ex): A vampire gains a number of bonus hit points equal to his vampire level.
- Invigorating Vitae (Su): Every time a vampire would heal by spending blood points, he heals additional health equal to his Charisma modifier.
- Fortify the Inner Facade (Su): At a cost of 1 blood point, as a swift action, a vampire can end an enfeebling effect on him.
- Draught of Endurance (Su): At a cost of 1 blood point, as a swift action, a vampire can end 1 enfeebling effect on him and all allies within 30 feet.
- Flesh of Marble (Sp): At a cost of 1 blood point, a vampire can use stoneskin, as per the spell.
- Obfuscate: The art of not being seen even in crowds either through being wholly unseen or by blending in. Passive Bonus: For each tier taken in Obfuscate, it grants the vampire a +2 competence bonus to his Stealth checks.
- Silence of Death (Su): At a cost of 1 blood point, a vampire radiates silence up to 20 feet as if affected by a silent object
- Unseen Passage (Sp): At a cost of 1 blood point, a vampire can use disappear, as per the spell.
- Mask of a Thousand Faces (Sp): At a cost of 1 blood point, a vampire can use disguise self, as per the spell.
- Vanish (Sp): At a cost of 1 blood point, a vampire can use vanish, as per the spell.
- Cloak the Gathering (Sp): At a cost of 1 blood point, a vampire can use vanishga, as per the spell.
- Potence: Strengthens the vampire’s physical prowess. Passive Bonus: For each tier taken in Potence, it boosts a vampire’s Strength score by +1.
- Soaring Leap (Ex): At a cost of 1 blood point, a vampire gains the use of the jump class feature of dragoons, for a duration of 1 minute per vampire level.
- Prowess (Ex): At a cost of 1 blood point, a vampire’s BAB increases to equal his vampire level for a duration of 1 minute per vampire level.
- Spark of Rage (Ex): At a cost of 1 blood point, a vampire can rage like a berserker of his vampire level.
- Draught of Might (Ex): At a cost of 1 blood point, a vampire and his allies within 30 feet can rage like a berserker of his vampire level.
- Earth Shock (Su): At a cost of 1 blood point, a vampire can cause a shockwave of earth to ripple through his enemies. All enemies in a 30-ft.-cone must make a Reflex save (DC 10 + half the vampire’s level + his Charisma modifier) or take 1d6 points of earth/physical damage per vampire level, half damage on a successful save.
- Presence: Enables the vampire to use subtle manipulation, control, and swaying of emotions to guide others towards a goal. Passive Bonus: For each tier taken in Presence, it boosts a vampire’s Charisma score by +1.
- Awe (Ex): For every tier spent in Presence, it grants the vampire a +2 competence bonus on Diplomacy and Intimidate skill checks.
- Eyes of the Serpent (Su): At a cost of 1 blood point, a vampire can immobilize a creature within 30 feet that he can see. Target creature must make a Will save (DC 10 + half the vampire’s level + his Charisma modifier) or become immobilized for 1 round per vampire level.
- Dread Gaze (Sp): At a cost of 1 blood point, a vampire can instill fear, as per spell.
- Summon (Su): At a cost of 1 blood point, a vampire can summon to appear before him as fast as possible. Target creature must have met the vampire in person and must be within 1 mile per vampire level. A creature summoned must make a Will save (DC 10 + half the vampire’s level + his Charisma modifier) or must make all haste to where the vampire is currently standing, whether or not he is still there by the time the summoned creature arrives.
- Majesty (Su): At a cost of 1 blood point, a vampire can invoke majesty. All enemies within a 50-foot radius that can see the vampire must make a Will save (DC 10 + half the vampire’s level + his Charisma modifier) or become disabled for 1 round per vampire level.
- Protean: Grants the ability to change one’s shape, grow claws, meld into the earth, or become a swarm. Passive Bonus: For each tier taken in Protean, it boosts a vampire’s saving throws by +1.
- Eyes of the Beast (Su): At a cost of 1 blood point, a vampire can see in darkness, magical or otherwise, for a duration of 1 minute per vampire level.
- Feral Weapons (Ex): At a cost of 1 blood point, a vampire grows claws that deal 1d4 points of slashing damage (1d3 if small, 1d6 if large) and his teeth sharpens, giving him a bite attack that deals 1d6 points of damage (1d4 if small, 1d8 if large), for a duration of 1 minute per vampire level.
- Earth Meld (Ex): At a cost of 1 blood point, a vampire gains burrow 20 feet and can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. His burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of his presence for a duration of 1 minute per vampire level.
- Metamorphosis (Sp): At a cost of 1 blood point, a vampire can change his shape into a beast, as beast shape III or IV, per the spell.
- Swarm (Su): At a cost of 1 blood point, a vampire can transform into a swarm of vermin. He doesn’t leave his gear behind when he uses this ability, and he can revert to his mundane form normally for a duration of 1 minute per vampire level.
Blood Drain (Su)
Starting at 1st level, a vampire can attempt to bite a victim with his growing fangs and suck blood. If the vampire makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Constitution damage each round that the pin is maintained. With each such successful attack, the vampire gains 1 blood point and 1 temporary hit point (up to a maximum number of temporary hit points equal to his full normal hit points).
When the vampire reaches 2nd level, his fangs are fully developed, though he has not yet perfected his technique for drawing blood. At this point, his blood drain attack deals 1 point of Constitution drain and gains back 1 blood point.
At 4th level, the vampire has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Constitution drain (gaining blood points equal to the Constitution drain), and he gains 5 temporary hit points with each successful blood drain.
Resistances (Ex)
At 1st level, the vampire gains ice resistance 5 and lightning resistance 5. When he reaches 5th level, each of these resistances increases to 10.
Spider Climb (Ex)
At 2nd level, a vampire can climb sheer surfaces as though under the effects of a wall climb spell.
Vampire Stats (Ex)
At 2nd level, a vampire gains a +2 bonus to his Strength scores.
At 6th level, he gains a +2 bonus to his Dexterity and Charisma scores.
At 10th level, he gains a +2 bonus to his Strength, Intelligence, and Wisdom scores.
At 14th level, he gains a +2 bonus to his Strength scores.
At 18th level, he gains a +2 bonus to his Dexterity and Charisma scores.
Coffin Sanctuary (Ex)
Upon reaching 3rd level, a vampire chooses a coffin or similar small enclosed space as his primary resting place. Thereafter, if he is brought to -1 to -9 hit points (if living) or to 0 or fewer hit points (if undead) while outside the coffin, he is forced to assume gaseous form (see below) immediately and flee for his coffin so that he may heal. If the vampire cannot use his vampiric ability to assume gaseous form (for example, if he has expended all his daily uses of that ability), he cannot enter gaseous form under these circumstances and dies immediately.
Any damage dealt to the vampire after he is forced into gaseous form has no effect. If the duration of his gaseous form ability expires before he reaches his coffin, or more than 2 hours pass after he is forced into gaseous form in this way, the vampire must assume his normal form at his current location. In that case, he either begins to die (if he is a living vampire) or is destroyed (if he is an undead vampire). If he succeeds in reaching his coffin, he is helpless for 1 hour, after which he heals 1 hit point and the helplessness ends. A non-helpless vampire resting in his coffin has fast healing 1.
A 5th-level or higher non-helpless vampire resting in his coffin has fast healing 5.
Gaseous Form (Su)
Starting at 3rd level, a vampire can assume gaseous form as the spell (caster level equal to his vampire level) once per day as a standard action. He can remain in gaseous form for up to 10 minutes. A gaseous vampire’s fly speed is 20 feet.
At 5th level, a vampire can assume gaseous form three times per day. At 7th level, he may become gaseous at will and remain in gaseous form indefinitely.
Change Shape (Su)
At 4th level, a vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II spell.
Fast Healing (Ex)
Beginning at 4th level, a vampire heals 1 point of damage each round so long as he has at least 1 hit point, whether or not he is resting in his coffin. A living vampire reduced to fewer than 0 hp or an undead vampire reduced to 0 hit points is automatically forced into gaseous form (if he still has uses of that ability available) and must retreat to his coffin (see the Coffin Sanctuary, above).
At 9th level, a vampire’s fast healing increases to 5.
Sunlight & Water Vulnerability
A 5th-level or higher vampire exposed to direct sunlight is disoriented. While in this condition, he can take only a single move action or attack action in a round, and 3 full rounds of such exposure destroy it utterly. Similarly, immersing a typical vampire in running water robs it of one-fifth of its hit points each round until it is destroyed at the end of the fifth round of immersion. (A vampire with a natural swim speed is not harmed by immersion in running water.)
At 11th level, a vampire’s flesh becomes even more vulnerable to sunlight and running water. Upon exposure to sunlight, he takes the above penalties and is destroyed utterly in the next round if he cannot escape. The vampire loses one-third of his hit points each round of immersion in water instead of one-fifth, and he is destroyed after at the end of the third round of exposure instead of the fifth round.
Children of the Night (Su)
At 5th level, once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Natural Hide (Ex)
At 6th and every two vampire levels thereafter, a vampire’s natural armor to AC increases by +1.
Energy Drain (Su)
When the vampire reaches 7th level, any living creature hit by his slam attack (or any other natural weapon he might possess) gains one negative level. For each negative level so bestowed, the vampire gains 5 temporary hit points. This ability only triggers once per round, regardless of the number of attacks a vampire makes. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restora. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + half the draining creature’s racial HD + draining creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
At 9th level, the vampire’s slam attack (or other natural attack) bestows 2 negative levels.
Create Spawn (Su)
A humanoid or monstrous humanoid slain by a 7th-level or higher vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains so enslaved until its master’s destruction.
At any given time, a vampire may have enslaved spawn whose Hit Dice total no more than his own. Any spawn he creates that would exceed this limit can be created either as free-willed vampires or as vampire spawn, at the creator’s option. If he chooses the latter option, he must immediately free one or more spawn of his choice until the total Hit Dice of his existing enslaved spawn would allow the addition of the desired new one. Once freed, a vampire or vampire spawn cannot be enslaved again, except through magic such as control undead. An enslaved vampire may create and enslave spawn of its own, so a master vampire can control a large number of lesser vampires in this fashion.
At 8th level, the vampire may have enslaved spawn whose Hit Dice total no more than twice his own Hit Dice.
Vampire Spawn: A vampire can elect to create a vampire spawn instead of a full-fledged vampire when he uses his create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn’s statistics are identical to those of a wight, save for the following changes.
- It gains the blood drain and dominate vampire special attacks.
- It gains channel resistance +2, DR 5/silver, resist cold and energy 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
- A vampire spawn gains all of the standard vampire weaknesses.
- A vampire spawn is CR 4.
Dominate (Su)
At 8th level, a vampire gains the ability to crush another creature’s will just by looking into its eyes. This ability is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at him are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person/monster spell (caster level equal to his vampire level). The ability has a range of 10 feet and is usable once per day.
At 10th level, the vampire can use this ability three times per day at a range of 20 feet. At 12th level, his range increases to 30 feet. At 14th level, the vampire may use his dominate ability at will.
Fortification (Ex)
When the vampire reaches 13th level, his internal organs begin to cease functioning as they become unnecessary to his altered metabolism. This process makes him less vulnerable to critical hits, sneak attacks, and other attacks that target a creature’s vital spots. The vampire is treated as if he had the light fortification armor property active at all times. This ability gives him a 25% chance to turn a critical hit or sneak attack against him into a normal attack. If the vampire already has fortification from another source (such as a spell or magic item), use the better value.
At 15th level, this ability becomes moderate fortification (50% chance to turn a critical hit or sneak attack into a normal attack). At 17th level, this ability becomes heavy fortification (75% chance to turn a critical hit or sneak attack into a normal attack). At 19th level, this ability becomes full fortification (automatically turns a critical hit or sneak attack into a normal attack).
Masa Dominate (Su)
At 16th level, a vampire can use his dominate ability on all enemies within 30 feet.
Master Vampire (Su)
At 20th level, a vampire becomes a master vampire. He no longer takes damage in sunlight or running water. The DCs of all his vampire class features increase by 2.
