Vampire
Basic Abilities
- Undead: As corporeal undead, vampires' internal organs are useless, presenting no vulnerabilities. Gain +50% fortification and immunity to poison, disease, negative energy, and subdual damage. Vampires have no need to eat, drink (normal fluids), sleep, or breathe, though they are physically capable of doing so if they wish. They do need to drink blood (see "Feeding" below).
- Immortal: Vampires do not age. Barring violent death, they may potentially "live" forever. However, they must feed in order to remain animate (see "Feeding" below). A vampire who does not feed while slowly become more helpless, eventually sinking into a deep torpor and slowly dissolving into dust.
- Strength of the Grave: Gain +4 to Strength and Constitution, and +2 to all other ability scores. Gain +10% Soak, due to the unyielding nature of vampire skin.
Feeding
Vampires feed upon blood in order to remain animate and retain the use of their powers.
Blood is measured in points of Constitution.
- For example, a Vampire who drains 16 points of Constitution from a victim gains 16 Blood points.
A vampire must maintain a Blood score at least equal to his own Constitution at all times.
- His maximum Blood score is twice his own Constitution.
- Every 24 hours after feeding, a vampire's Blood score is reduced by 33% of his Constitution score (rounded down).
- When a vampire loses Blood for any reason (including the above), if his new total is lower than his Constitution score, he immediately gains the Hunger debuff (see below).
Hunger causes vampires to begin to crave blood over all other concerns.
- While suffering the Hunger debuff, a vampire feels a strong urge to feed, despite his current situation, his own moral code, etc. This effect is for roleplaying purposes only; it can be overcome through willpower.
- Each time the vampire loses Blood for any reason, such as the regular 24 hour cost, he gains 1 stack of Hunger.
- Each stack of Hunger acts as 1 point of Fatigue and Strain. However, if a vampire enters an encounter with the intent of feeding on a valid victim, the effect reverses, causing a bonus to ability scores instead of a penalty.
If a vampire's Blood score reaches 0, he enters a Blood Frenzy.
- Blood Frenzy removes all Hunger stacks.
- Blood Frenzy causes the vampire to lose control of his actions. He immediately proceeds to the nearest possible victim(s) and feeds to maximum satiation (max Blood score).
- In a Blood Frenzy, the vampire's ability scores double as long as he is in pursuit of satiation.
- If the vampire fails to satisfy himself, he accumulates damage. For each 24 hours that pass without the vampire reaching full satisfaction, he gains 1 stack of Blood Starvation, plus 1 for each stack he already had (thus: 1, 3, 6, 10, etc).
- Each stack of Blood Starvation causes the permanent loss of 1 point to all ability scores, and is marked by visible and permanent deformation.
- It is possible for a vampire to have one or more ability scores reduced to 0 by this damage, causing the vampire to become helpless. Even if all scores are reduced to 0, the vampire continues accumulating Blood Starvation. It does not truly die, merely entering a corpse-like torpor and beginning to mummify. If well-preserved against the elements, such vampires might be resurrected later by liberal application of fresh blood.
Feeding allows the vampire to gain Blood by draining Constitution from the victim.
- As soon as the vampire's Blood score rises above the minimum, his Hunger debuffs are removed.
- If the vampire feeds partially, failing to replenish his Blood to the minimum, he removes Hunger stacks equal to a prorated amount.
Vampires must feed on proper blood. Drinking blood that does not come from own's own type and subtype (i.e. "natural humanoid", "humanoid outsider", etc) causes a debuff called Impure Blood. Otherwise, such blood removes Hunger and satisfies normally, though the vampire will despise its taste and will feel ill.
- Impure Blood causes a 50% penalty to all vampire abilities, including passive ability score bonuses, such as from the basic traits of the Vampire race. It lasts for 3 days.
A vampire who feeds on the blood of the dead can be seriously injured or killed.
- All blood has a thaumaturgical connection to its host. Regardless of the distance involved, the life force of the host is present in the blood; but, if the host is dead, said life force does not exist. It is the life force, not the physical blood, the vampire requires to live.
- Though vampires can easily detect whether or not a victim is alive, they cannot easily discern the status of blood that is separate from its host. Noticing that blood is linked to a dead host requires active Perception.
- Drinking blood of a host who is dead at the time of the act of feeding causes the following:
- The vampire's Blood score is not increased, but rather decreased by the amount of points drained.
- The vampire gains the Dead Man's Blood debuff, causing a 50% penalty to movement and damage, as well as stunning (Fort negates each round).
- The dead blood acts as a poison. It must either work its way out slowly (lasting 1 hour per point drained), or be actively purged. In the latter case, the vampire, or another creature, opens the vampire's own veins, allowing his Blood to drain at a rate of 20% max Con per round. When the vampire's blood is drained to below 25% of his minimum, the poison is removed.
- If a vampire's Blood score is decreased to 0 by the damage of dead blood, the vampire is destroyed.
The act of feeding works as follows:
- Feeding is a standard action.
- It provokes opportunity attacks.
- While feeding, you are considered "grappling", and cannot benefit from active defenses, including Dodge, Parry, and Block; you cannot manifest any immediate actions during the act of feeding, as your body and mind seize in pure, decadent pleasure.
- The target must be helpless.
- The target must present a major artery that is not defended by significant armor or magical defense. (A human vampire cannot, for instance, feed easily from a colossal dragon wearing plate mail).
- In a single action of feeding, you may drain an amount of Constitution points equal to 20% of your own maximum Constitution score (rounded down).
- If the action does not kill the target by reducing his Constitution to zero, you are compelled to continue feeding, regardless of whether or not you are satisfied.
- You may resist this compulsion. It requires 3 successful Will saves out of 5 attempts if you are satisfied, 4 out of 5 if you are not yet satisfied but suffering less than 5 points of Hunger, or 5 out of 5 if you are not satisfied and suffering 5 or more points of Hunger.
- Failure indicates that you lose the rest of your turn, remaining vulnerable, and must attempt to Feed again on your next standard action.
- Feeding is on the GCD.
- When you feed, you are healed for 10% of max hp per point of Blood drained.
Weaknesses
All vampires suffer certain weaknesses, save those with the power (i.e. talents) to overcome them.
- Direct Sunlight: A vampire in direct sunlight suffers terrible pain and will soon burst into flames. "Direct sunlight" means that at least one ray of light can be traced directly from the sun to the vampire's flesh. Atmospheric effects, including the thickest clouds, do not diminish the effect at all.
- In direct sunlight, a vampire becomes Frightened (with no possibility to resist, superceding all class abilities, but not Vampire racial traits that specifically address this), and must seek shelter from the sun.
- For the first round of exposure, the vampire suffers only pain and fear, described above.
- At the start of each successive round, the vampire begins to burn in the affected areas. If the vampire's core (torso and/or head) is exposed, he suffers damage equal to 20% of his maximum HP. If only his limbs are exposed, the damage is halved. This damage cannot be avoided, mitigated, resisted, or absorbed through any means short of divinity or Vampire racial talents that specifically address this.
- Each time the vampire suffers the above damage, he also gains 1 stack of Sunburn. Each stack of Sunburn causes a 10% reduction to the vampire's max HP, damage, and all ability scores for 3 days, and cannot be removed through any means other than time.
- As soon as the vampire is no longer in direct sunlight, the fear effect fades.
- Indirect Sunlight: A vampire in indirect sunlight suffers discomfort and weakness.
- "Indirect sunlight" is defined as such: if any ray of sunlight can be traced from the sun to the vampire's flesh, with no barrier more substantial than clothing or a highly tinted window, or if any ray of sunlight falls upon the vampire's exposed flesh after reflecting off another surface (such as ambient daylight coming through windows), the vampire is exposed to indirect sunlight.
- In Indirect Sunlight, vampires are Shaken, suffering -20% to attack rolls, defenses, and saves.
- For each hour of indirect sunlight, a vampire suffers 1 stack of Sunburn. A portion of an hour at least 1 minute long counts as an entire hour.
- Sanctity: A vampire cannot abide holy ground or a presented holy symbol.
- "Holy Ground" is ground specifically consecrated by a priest of a good faith. Any proper church qualifies, as well as certain holy sites. Rituals to conduct such consecration are detailed elsewhere, such as in the Priest class description.
- "A presented holy symbol" means a valid holy symbol representing the wielder's own faith, which is presented in a specific effort to call upon said faith to repel the vampire. It has no effect if the wielder's faith is false. It is a standard action to present a holy symbol once it is in hand.
- A vampire cannot enter Holy Ground at all. Attempts to do so meet seemingly infinite resistance. Attempts to teleport into the affected area fail.
- A presented holy symbol effectively creates a small area of "Holy Ground" equal to a 1-square emanation. If the vampire finds himself within the area at the time the symbol is presented, his first action must be to exit (effectively, he is Frightened until he leaves).
- Any functioning Threshold has the same effect as Holy Ground.
- Wooden Stake: If a shaft of wood penetrates your heart, you are destroyed. However, such an attack is highly unlikely; staking a vampire requires that the vampire is helpless, or that the attack is a called shot that is also a natural critical hit, which has sufficient Armor Penetration to entirely bypass the vampire's Fortification.
- Running Water: A vampire cannot cross a stream of running water. As magical creatures, they are naturally warded by running water; however, they are not entirely magical creatures, and only large bodies such as rivers, lakes, and oceans qualify; mere creeks, small canals, or rivulets have no effect.
- If a vampire finds himself immersed at least 10% in natural, running water, he becomes Frightened, and must exit the water at the first opportunity. He also becomes Shaken, suffering a 20% penalty to attack rolls, defenses, and saves for 1 minute thereafter.
- If a vampire remains immersed in natural, running water for at least one minute, he suffers a 50% penalty to all vampire abilities (similar to the Impure Blood debuff) for 1 hour.
- No Reflection: While not specifically a weakness, an interesting quirk of vampires is that they produce no reflection in mirrors. They are not subject to any magic requiring a reflection, including any spell that utilizes a mirror.
- Their immunity to reflection extends to the symbolic and the metaphorical. They thus cannot have their image captured by any device, regardless of whether or not it incorporates a literal, physical mirror. They also cannot have their thoughts read by any means. (A telepathic vampire may still choose to broadcast her thoughts on purpose)
Racial Feats
You gain 1 Feat per level. That feat may be any feat, including those below.
Tier 1
- Great Speed: Gain +4 to base movement speed and Initiative. Gain +10% to Dodge. Also, gain the following abilities:
- Burst of Speed: recharge 33%, free, costs 1 Blood; you gain +200% movement rate for 3 rounds.
- Superhuman Dodge: recharge 33%, immediate, costs 1 Blood; gain +50% to Dodge against one attack.
- Friend of the Night: Gain the following abilities:
- Alternate Form: At-will, swift; you take the form of a wolf, a swarm of bats, or some other natural animal of appropriate level and size.
- Shifting Save: Recharge 20%, immediate, costs 1 Blood; you shift as in Alternate Form, then immediately take one move action in your new form, then (optionally) return to your original form.
- Children of the Night: Recharge 33%, free, costs 1+ Blood; you summon one or more natural animals to your aid. You summon 1 animal or swarm per Blood spent, and you may spend up to 1/rank Blood on this ability per evening, whether all in one casting, or spread over multiple castings. Summoned animals are minions of your level, either medium size, or swarms whose total size is medium; they are always natural animals.
- Evil Eye: You may use mental powers through eye contact. Gain the following abilities:
- Charm Gaze: At-will, swift, gaze attack, costs 1 Blood; subject is charmed (Will ends, 3-strike rule).
- Dominating Gaze: Encounter, swift, gaze attack, costs 1 Blood; subject is dominated (Will ends).
- Read Thoughts: At-will, free, gaze attack; you may read thoughts through eye contact. You may also communicate telepathically in this manner.
- Spider Climb: You can climb on any surface, whether wall or ceiling, by sticking to it. Greased surfaces or those with running liquid can foil you.
Tier 2
- Ally of Death: You gain the ability to Rebuke and Command Undead. You lose your vulnerability to dead blood (though it still grants no sustenance).
- Rebuke Undead: Recharge 33%, swift, short cone, costs 3 Blood; undead subjects are stunned (Will ends).
- Command Undead: Recharge 33%, swift, short range, costs 3 Blood; subject undead is dominated (Will negates). Costs 3 Blood per 24 hours to maintain.
- Mist Could Pass: You may take on a gaseous form. Gain the following abilities:
- Mist Form: Recharge 33%, swift, costs 3 Blood; you become a cloud of mist occupying one square. Your movement rate is reduced to 2 squares per action. You may flow as freely as mist. As mist, you are immune to damage, but cannot take actions other than movement.
- Mist Save: Recharge 20%, immediate, costs 3 Blood; you take on Mist Form just in time to save yourself from an attack.
- Fast Healing: You may regenerate quickly. You gain Fast Healing 10%, costing 1 Blood each time it procs (obviously it costs nothing when not needed).
- Rapid Repair: Daily, immediate; you increase your Fast Healing to 30%, increasing the Blood cost to 3 per round, for a maximum of 3 rounds.
Tier 3
- Energy Drain: You drain energy with a touch.
- Life Drain: At-will, std, melee touch attack; you drain Constitution points as effectively as your Feeding normally would, and you gain the appropriate amount of Blood. This is a negative energy effect.
- Rejuvenation: The necromantic force that animates you is sustained by a magically-linked coffin. If you are destroyed, your body immediately dissolves into dust, and begins to reform in the coffin. After 3 days, your body is fully formed, and you return to undeath.
- Water Resistance: You suffer no ill effects from running water.
- Sanctity Resistance: You may overpower Sanctity by passing a Will save each round. As soon as you fail, it takes full effect, and you must exit the area before trying again to negate it.
Tier 4
- Sunlight Resistance: You are immune to the negative effects of Indirect Sunlight. In Direct Sunlight, you suffer effects only as if you were in Indirect Sunlight.
Variants
Unconsummated
When vampire blood enter's a mortal's bloodstream, assuming the mortal is allowed to survive through the process, the mortal becomes a vampire (a painful process that resembles death, and requires great fortitude on behalf of the mortal to pass through intact).
Until the newborn vampire feeds herself to satiation, she is considered Unconsummated, or, as some put it, a "Blood Virgin", or simply "Virgin". During this transient phase, she has not fully undergone the transformation, and lacks many of the abilities and vulnerabilities of a true vampire.
Typically, this state is very brief, as Hunger will eventually force the creature to feed, if she does not do so immediately upon creation.
Remove the following traits:
- Undead: An Unconsummated Vampire's heart still beats, and her organs still work. She still must eat, drink, sleep, and breathe. She gains none of the benefits of being undead. She still has a Blood score, and can thus suffer Hunger, and must inevitably feed.
Gain the following traits:
- Sanctity Resistance
- Sunlight Resistance
- Water Resistance
- Child of Two Worlds: You retain 50% resistance to negative energy effects. However, you suffer 50% resistance to healing spells as well.