While these particular necromancers do not experience the hunger of a vampire, they do enjoy power that originates from a necrotic taint that entered their bloodline sometime in the past. They have mastered the art of treading so close to undeath—particularly the children of the night—that they nearly have become one of the cursed themselves.
The vampire is an archetype of the necromancer class.
Archetype Main Ability Scores:
The vampire mainly focuses on STR/DEX for combat, and CHA for his class features and spells.
Archetype Feature Replacements:
1st – Armor Proficiency, Base Attack Bonus, Hit Die, Bone Commander, Bolster. 2nd – Necromancy Talent, Undead Body. 3rd – Harm Touch, Lifetap. 4th – Necromancy Talent. 5th – Fear Aura. 7th – Cheat Death. 9th – Miasma. 10th – Unholy Protection. 12th – Master of Undeath. 20th – Lich Transformation.
Armor Proficiency
A vampire becomes proficient with light armor, but no shields. A vampire still suffers from spell failure chance while wearing light armor, however.
This ability modifies the necromancer’s starting armor proficiencies.
Limited Spellcasting
A vampire loses access to 7th through 9th level spells and has a lower Base MP as noted below.
Table: 3/4th MP Progression
Level | Base MP | Spell Level |
---|---|---|
1st | 2 | 1st |
2nd | 3 | 1st |
3rd | 4 | 1st |
4th | 5 | 2nd |
5th | 6 | 2nd |
6th | 8 | 2nd |
7th | 10 | 3rd |
8th | 13 | 3rd |
9th | 16 | 3rd |
10th | 20 | 4th |
11th | 24 | 4th |
12th | 29 | 4th |
13th | 34 | 5th |
14th | 39 | 5th |
15th | 45 | 5th |
16th | 51 | 6th |
17th | 57 | 6th |
18th | 64 | 6th |
19th | 71 | 6th |
20th | 79 | 6th |
Martial Prowess
A vampire’s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases vampire’s hit dice from d6 to d8. He gain proficiency with one of the following weapons: Rapiers, Longswords, or Dueling Sword.
This ability replaces bone commander and modifies starting weapon proficiencies.
Vampiric Touch (Su)
At 1st level, a vampire gains a bite attack that deals 1d6 points of damage, and his successful bite causes mortal creatures to bleed, (taking 1 damage per round) even if they are not currently dying. He also gains darkvision (30 feet). If he already has darkvision, he instead increases the range by 30 feet.
In addition, at 5th level, a vampire gains the ability to drain health with his bite attack. By making a bite attack as a primary natural attack, if he hits, he deals normal bite damage plus 1d6 points of shadow damage plus an additional 1d6 points of shadow damage for every two necromancer levels after 5th. The vampire gains temporary hit points equal to the shadow damage of this ability that he deals. He can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). These temporary hit points last for a maximum of 1 hour. These temporary hit points stack with other necromancer class features or spells.
This ability replaces bolster, fear aura, and miasma.
Armored Mage (Ex)
At 2nd level, normally, armor heavier than light armor interferes with a spell-
This ability replaces a necromancy talent gained at 2nd level.
Vampiric Power (Su)
At 2nd level, a vampire gains DR 1/silver, resist ice and lightning 2, and he no longer has a reflection in a mirror or casts a shadow. Every 3 levels thereafter these increase by +1 and 2 respectively until 14th (DR 5/silver and resist ice and lightning 10).
In addition, the vampire can use beast form II as a spell-like ability (dire rat, dire bat, or wolf). Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. He can use this ability a number of times per day equal to 3 + his Charisma modifier.
- If the form the vampire assumes has any of the following abilities, he gains the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
- Medium animal: If the form he takes is that of a Medium animal, he gains a +2 size bonus to his Strength and a +2 natural armor bonus.
This ability replaces undead body and unholy protection.
Vampiric Swarm (Su)
At 3rd level, up to 3 times per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. In addition, his darkvision increases to 60 feet.
This ability replaces harm touch.
Vampiric Focus (Su)
A vampire knows the sinister power of the undead. Through discipline and precision, he can temporarily turn the unholy powers of the undead against them.
At 3rd level, the vampire must select one common vampiric power to mimic from the vampiric foci listed below. Each vampiric focus grants the vampire a bonus or special ability. Once this decision is made, the vampire cannot change which vampiric focus he knows. At 9th and 16th level, the vampire learns an additional vampiric focus.
As a swift action, the vampire can activate his vampiric focus. Ending the vampiric focus is a free action.
He can use each vampiric focus for a number of minutes per day equal to his necromancer level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Once the vampire ends a focus, it cannot be reactivated for 1 minute. The vampire can have only one vampiric focus active at a time. Benefits from different vampiric foci do not stack with one another, including temporary hit points from multiple foci.
Vampiric Agility: All of the vampire’s movement speeds are increased by 5 feet. At 10th level, his movement speeds are increased by 10 feet and he gains evasion, as the thief class feature. At 17th level, the vampire gains improved evasion, as the thief advanced talent.
Vampiric Call: The vampire summons base creatures of the night—bats, rats, insects, and the like—to swarm around him. These creatures provide a measure of defense against damage, granting the vampire a number of temporary hit points equal to his necromancer level. At 10th level, he also gains a +2 deflection bonus to AC. At 17th level, the deflection bonus increases to +4.
Vampiric Cunning: The vampire gains a bonus on Perception and Stealth checks equal to half his necromancer level. At 10th level, he can move at his normal speed while using Stealth with no penalty. At 17th level, the vampire can use Stealth while charging (but not while making any other attack); when charging (and only when charging), he can attempt a Stealth check even if he lacks cover relative to his target.
Vampiric Heart: The vampire’s heartbeat is undetectable. Any ability that detects or identifies the living, such as the lifesense ability, does not perceive him. At 17th level, once per day when reduced to 0 or fewer hit points while this focus is activated, the vampire immediately turns gaseous form for up to a number of rounds equal to half his necromancer level and he gains a number of temporary hit points equal to half his necromancer level. The vampire can leave gaseous form at any time without losing these temporary hit points. This effect ends after these rounds have elapsed, after the vampire loses the temporary hit points, or once this focus is no longer active, at which point the vampire immediately becomes corporeal and loses these temporary hit points. If he has not received healing in the interim, this returns the vampire to the number of hit points he had after the attack or effect that triggered this ability.
Vampiric Might: The vampire gains a +2 circumstance bonus to Strength and his weapons are always treated as magical for the purpose of overcoming damage reduction. This bonus increases to +4 at 10th level and +6 at 17th level.
Vampiric Momentum: The vampire is treated as being under the effects of the spell choco feather. At 10th level, he is also affected as if by the spell wall climb and can move normally through difficult terrain. At 17th level, he is treated as being under the effects of the spell freedom of movement, and can use up to two consecutive move actions in the same turn to cross areas of open air or calm water (or similar substances) as if they were solid ground, though the vampire must begin and end this movement on solid ground. This allows the vampire to cross water, open air, lava (though he takes fire damage as normal if not immune), and the like without falling or sinking.
Vampiric Presence: The vampire gains a +2 circumstance bonus to Charisma. At 10th level, this bonus increases to +4, and he can cast charm as a spell-like ability a number of times per day equal to his adjusted Charisma modifier. At 17th level, this bonus to Charisma increases to +6.
Vampiric Resilience: The vampire gains protection against energy drain. Each time this vampiric focus is activated, the first two times he would gain a negative level, he instead does not. At 10th level, the first four times he would gain a negative level while this focus is activated, he does not. At 17th level, the first six times he would gain a negative level while this focus is activated, he does not gain any negative levels.
Vampiric Resolve: The vampire gains a +2 bonus on Will saving throws against mind-affecting effects. If he has already been affected by a mind-affecting effect when he activates this focus, he can immediately reroll his saving throw against that effect with a bonus equal to half his necromancer level. At 10th level, this bonus increases to +4. At 17th level, he is immune to mind-affecting effects.
Vampiric Sight: The vampire increases his darkvision to a range of 60 feet (or by 60 feet if he has darkvision from race). At 10th level, the range of the vampire’s darkvision increases by 30 feet. At 17th level, the vampire also gains blindsense to a range of 30 feet.
These abilities replace lifetap.
Feast of Scraps (Su)
Starting at 4th level, the vampire learns incredible feats of parasitic regeneration. As a swift action, he may expend any number of temporary hit points and heal damage equal to half (rounded down) the temporary hit points expended this way. Any excess healing that would bring the vampire above his full maximum hit point total is lost.
This ability replaces a necromancy talent gained at 4th level.
Vampiric Mist (Su)
At 7th level, a vampire gains the ability to assume a gaseous form, at will, as a standard action, but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
This ability replaces cheat death.
Advanced Vampirism (Su)
The vampire’s deathly power grows, pouring strength through his body. At 12th level, he gains the following powers:
- Familiar Stranger (Sp): The vampire may cast disguise self as a spell-like ability up to three times per day. The vampire may communicate telepathically with any creature within 100 ft. that has a language.
- Hypnotic (Sp): The vampire may cast charm animal as spell-like abilities up to twice per day. At 15th level, the vampire may also cast charm monster up to twice per day as a spell-like ability.
- Servitor Beast (Ex): The vampire gains an animal companion. His effective beastmaster level is equal to his necromancer level minus three, which might mean that the vampire does not attract a companion immediately. If the vampire would gain an animal companion from another source (such as beastmaster or druid levels), he instead possesses a single animal companion at his highest effective beastmaster level, plus one.
- Undying Ferocity (Ex): The vampire gains 2 claw attacks that deal 1d4 damage (or increases the base creature’s existing claw damage by 1 die step; damage given is for medium creatures) and gains temporary hit points equal to half the damage dealt with these claws. These temporary hit points are treated as though gained through the vampire’s vampiric touch ability for the purposes of stacking, and last for up to 1 hour.
This ability replaces master of undeath
Master Vampire (Su)
At 20th level, a vampire’s vampiric nature becomes complete. He no longer has a pulse or a body temperature. He no longer ages and no longer needs to eat or drink but can if he wants. He gains DR 10/silver, immunity to poison, paralysis, and sleep spells and effects, as well as fast healing 2. Undead creatures consider him one of their own unless he attacks them. He also gains the energy drain and domination attacks of a true vampire. In addition, his Charisma and Strength scores increase by 2.
- Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save (DC 20 + his Charisma modifier) or fall instantly under the vampire’s influence, as though by a dominate person spell. The ability has a range of 30 feet.
- Energy Drain (Su): A creature hit by a vampire’s bite attack gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
This ability replaces lich transformation.