Vampire Noble

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Ability boost (Str +2), bite, blood drain, natural armor +1, undead traits, vampire bonus feats (Alertness), vampire nobility
2nd +1 +0 +0 +3 Ability boost (Str +2, Dex +2, Cha +2), fast healing 2, natural armor +2, skill boost +2, vampire bonus feats (Improved Initiative, Lightning Reflexes)
3rd +1 +1 +1 +3 Ability boost (Str +2, Int +2, Wis +2), natural armor +3, spider climb
4th +2 +1 +1 +4 +2 turn resistance, ability boost (Dex +2, Cha +2), damage reduction 5/silver, skill boost +4
5th +2 +1 +1 +4 Children of the night, coffin sanctuary, greater blood drain, gaseous form, natural armor +4, vampire bonus feats (Dodge)
6th +3 +2 +2 +5 Damage reduction 10/silver, fast healing 5, natural armor +5, skill boost +6
7th +3 +2 +2 +5 Alternate form (bat, wolf), natural armor +6, vampire bonus feats (Combat Reflexes)
8th +4 +2 +2 +6 +4 turn resistance, create spawn, damage reduction 15/silver and magic, domination, skill boost +8
9th +4 +3 +3 +6 Natural armor +7, telekinesis, vampire bonus feats (Iron Will)
10th +5 +3 +3 +7 Damage reduction 20/silver and magic, energy drain, fast healing 15, natural armor +8, skill boost +10
11th +5 +3 +3 +7 Alternate form (dire bat, dire wolf), natural armor +9, telepathy
12th +6/+1 +4 +4 +8 +6 turn resistance, damage reduction 25/silver and magic, domination aura, skill boost +12

Designed to be used in a campaign-specific setting, Vampire Nobles are powerful undeads who excels are trading blows and manipulating others, either with their words or their charming gazes.

Class Feature

All of the following are class features of the vampire noble.

Weapon and Armor Proficiency: Vampire noble is proficient with her own natural attacks, simple weapons, and martial weapons. Vampire noble is not proficient with any armor or shields.

Bite (Ex): Vampire noble can attack with her fangs for 1d6 damage.

Blood Drain (Ex): A vampire noble can suck blood from a living victim with its fangs by making a successful attack roll on her bite attack, dealing 1 Constitution damage. For each point of Constitution damage inflicted, the vampire noble gains 5 temporary hit point.

At 5th level, a vampire noble has improved on the art of drawing blood from a victim. Her blood drain now deals 2 Constitution damage.

If a vampire noble does not use blood drain at least once during the day, then she will lose fast healing the next and the subsequent days until she does.

Undead traits (Ex): A vampire noble possesses the following traits.

  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
  • Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Negative energy (such as an inflict spell) can heal undead creatures.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Do not breathe, eat, or sleep.

Vampire Bonus Feats: At 1st, 2nd, 5th, 7th, and 9th level, the vampire noble gains the feats indicated on the table, assuming that she doesn't already have them. If the vampire already has the feat, then she can pick another feat instead.

Vampire Nobility: Vampire spawns instinctively avoids attacking a vampire noble, unless commanded by another noble to attack. A vampire noble can use body language, vocalizations, and demeanor to improve the attitude of a vampire spawn. This ability functions just like a Diplomacy check made to improve the attitude of a person. The vampire noble rolls 1d20 and adds her class level and her Charisma modifier to determine the check result. 

To use this ability, the vampire noble and the spawn must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a spawn in this way takes 1 minute but, as with influencing people, it might take more or less time.

Fast Healing (Ex): Beginning at 2nd level, a vampire noble heals 2 point of damage each round so long as he has at least 1 hit point. 

At 6th and 10th level, this ability improves to 5 and 15, respectively.

Skill Boost: At 2nd level, a vampire noble gains a +2 racial bonus to Deception, Stealth, Search, Sense Motive, and Perception. This bonus increases to +4 at 4th level, to +6 at 6th level, to +8 at 8th level, +10 at 10th level, and +12 at 12th level.

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

Damage Reduction (Su): At 4th level, a vampire noble gains damage reduction 5/silver. This improves to 10/silver at 6th level, 15/silver and magic at 8th level, 20/silver and magic at 10th level, and 25/silver and magic at 12th level.

Turn Resistance (Su): At 4th level, a vampire noble gains +2 turn resistance. This improves to +4 turn resistance at 8th level, and +6 turn resistance at 10th level.

Children of the Night (Su): A vampire noble commands the lesser creatures of the world. Starting at 5th level, a vampire noble can call forth a rat swarm, a bat swarm, or 1d3 wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

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

Coffin Sanctuary (Su): Upon reaching 5th level, a vampire noble chooses a coffin or similar small enclosed space as her primary resting place. She must spend at least 4 hours each day resting in her coffin, or lose access to her her supernatural abilities. Thereafter, if she is brought to 0 or fewer hit points while outside the coffin, she is forced to assume gaseous form (see below) immediately and flee for her coffin so that she may heal. If the vampire cannot use her vampiric ability to assume gaseous form, she dies immediately.

Any damage dealt to the vampire after she is forced into gaseous form has no effect. If the duration of his gaseous form ability expires before she reaches his coffin, or more than 2 hours pass after she is forced into gaseous form in this way, she is destroyed. If she succeeds in reaching his coffin, she is helpless for 1 hour, after which she heals 1 hit point and the helplessness ends. 

Gaseous Form (Su): Beginning at 5th level, a vampire noble can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Alternate Form (Su): Beginning at 7th level, a vampire noble can assume the shape of a bat or a wolf as a standard action. While in its alternate form, the vampire cannot use it bite attack and domination (see below), but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another.

Beginning at 11th level, a vampire noble can assume the shape of a dire bat or a dire wolf.

Create Spawn (Su): If a humanoid or monstrous humanoid creature is slain by a 8th level or higher vampire noble's blood drain or energy drain, it rises as a vampire spawn 1d4 days after burial.

If the victim had 5 or more HD, it may return as a vampire. In either case, the new vampire or spawn is not under the command of the vampire that created it, and has free will. 

Domination (Su): Beginning at 8th level, a vampire noble can crush an opponent's will just by looking onto his or her eyes. 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 must succeed on a will save or fall instantly under the vampire's influence as though by a dominate person spell (caster level 12th). This ability has a range of 30 feet. 

If the target successfully makes the will save, then he is immune to domination from that vampire noble for 24 hours.

Telekinesis (Su): Beginning at 9th level, a vampire noble can use telekinesis (caster level 12th) at will.

Energy Drain (Su): Beginning at 10th level, a living creature hit by a vampire lord takes 2 negative levels.

Telepathy (Su): Beginning at 11th level, a vampire noble can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire to a range of 1 mile.

Domination Aura (Su): Beginning at 12th level, a vampire noble can crush an opponent's will just by being nearby. Sentient living creatures and vampires within 60 feet of the vampire lord must make a will save or fall under the vampire noble's will.

If the target successfully makes the will save, then he is immune to domination aura from that vampire noble for 24 hours.

 

Vampire Spawn 

Medium Undead

1d12 (6 hp)

AC: 15 (+2 Dex, +3 natural) 

Base Attack: +0

Attack: Bite +3 melee (1d6+4, plus blood drain)

Special Attacks: Blood Drain - A vampire spawn can suck blood from a living victim with its fangs by making a successful attack roll on her bite attack, dealing 1 Constitution damage. For each point of Constitution damage inflicted, the vampire spawn gains 5 temporary hit point.

Special Qualities: Darkvision 60ft., spider climb, undead traits

Abilities: Str 16, Dex 14, Con -, Int 4, Wis 13, Cha 6

Saves: Fort +0, Ref +2, Will +3

Skills: Athletics +7, Stealth +6, Perception +5

Advancement

Vampire spawns gain hit dice as they drink blood and gain experience.

Class Level Bonus HD Int Adj. Special
1st +0 +1  
2nd +1 +2 Multiattack  - gain 2 claws at -5 attack roll and 1d4 + 1/2 Str damage
3rd +2 +3  
4th +3 +4 Damage reduction 5/silver
5th +4 +5  
6th-12th +5 +6  

 

Recent content