- Physical Description
- Racial Traits
- Class Skills
- Class Features
- Weapon and Armor Proficiency
- Fast Movement (Ex)
- Rage (Ex)
- Vampire Aspect
- Uncanny Dodge (Ex)
- Rage Power (Ex)
- Combat Style Feat (Ex)
- Favored Enemy (Ex)
- Improved Vampire Aspect
- Improved Uncanny Dodge (Ex)
- Mark of Blood (Ex)
- Tireless Rage (Ex)
- Greater Vampire Aspect
- Greater Rage (Ex)
- Atavistic Vampire Aspect
- Greater Mark of Blood (Ex)
- Indomitable Will (Ex)
- Ultimate Vampire Aspect
The most human-like of the Eternal, vampires have always lived among humans easily, keeping their identities hidden. Skilled warriors, gifted with abilities far superior than those of a normal person, many legendary warlords and warriors are thought to have actually been vampires. Despite being drawn to careers that deal with violence, many vampires just lead normal lives, leaving their neighbors unsuspecting of their real nature.
Vampires look pretty much like humans. A close inspection would reveal slightly pointed ears and developed canines but, at a glance, telling apart a human and a vampire is pretty much impossible. They tend to be pale and generally taller than humans, but they can often pass as humans, if they take care to conceal their eternal youth. This typology of living vampire has no particular weakness to holy symbols, running water, garlic, mirrors, or sunlight, which further helps them conceal their nature. While it is commonly thought that vampires need to drink blood to survive, this piece of folklore is inaccurate, more than wrong: vampires can survive by eating and drinking as humans do; however. a female vampire who wishes to have offspring must drink human blood – about one glass per day – for a couple of months before becoming able to remain pregnant for the following month. As the toll of blood for their survival is way lower than what is thought, it is easier to find willing donors. Humans and vampires can interbreed, but no thing as a half-vampire exists: the child will either be fully human, or fully vampire. However, from the following generations, vampires can be born from human parents and vice versa.
- Hit Die: a vampire uses a d10 as Hit Die at every vampire HD he or she gains.
- Ability Score Modifiers: vampires have unnatural strength, speed and vigor, as well as keener senses than a normal human. They gain +4 Strength, +2 Dexterity, +2 Constitution, and +2 Wisdom.
- Size: vampires are Medium creatures and gain no bonuses or penalties because of their size.
- Type: vampires are monstrous humanoids.
- Base Speed: vampires have a base land speed of 30 feet.
- Languages: vampires begin play speaking Common. Vampires with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
- Terrain: urban, underground.
- Saving Throws DC: Charisma-based.
- Starting Wealth: 5d6 × 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
- Deathless Spirit: vampires gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy
- Hardy: vampires have a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Silent Hunter: vampires reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
- Skilled: vampires gain one additional skill rank at 1st Hit Die and one additional skill rank at whenever they gain a Hit Die.
- Gatecrasher: vampires gain a +2 bonus on Strength checks to break objects and a +2 racial bonus on on combat maneuver checks to sunder.
- Darkvision: vampires can see in the dark up to 60 feet.
- Light and Dark (Su): once per day as an immediate action, a vampire can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
A vampire’s class skills are: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int Modifier
|Level||Hit Dice||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||1||+1||+2||+2||+0||[Feat], Fast Movement, Rage, Vampire Aspect|
|3rd||3||+3||+3||+3||+1||[Feat], Combat Style Feat, Rage Power|
|4th||4||+4||+4||+4||+1||[Ability Score Increase], 1st Favored Enemy|
|5th||AT 1||Improved Vampire Aspect|
|6th||5||+5||+4||+4||+1||[Feat], Improved Uncanny Dodge|
|8th||7||+7/+2||+5||+5||+2||[Feat], Mark of Blood|
|9th||8||+8/+3||+6||+6||+2||[Ability Score Increase], Combat Style Feat, Tireless Rage|
|10th||AT 2||Greater Vampire Aspect|
|11th||9||+9/+4||+6||+6||+3||[Feat], Rage Power|
|12th||10||+10/+5||+7||+7||+3||2nd Favored Enemy|
|13th||11||+11/+6/+1||+7||+7||+3||[Feat], Greater Rage|
|14th||12||+12/+7/+2||+8||+8||+4||[Ability Score Increase], Rage Power|
|15th||AT 3||Atavistic Vampire Aspect|
|16th||13||+13/+8/+3||+8||+8||+4||[Feat], Combat Style Feat|
|17th||14||+14/+9/+4||+9||+9||+4||Greater Mark of Blood|
|18th||15||+15/+10/+5||+9||+9||+5||[Feat], Rage Power|
|19th||16||+16/+11/+6/+1||+10||+10||+5||[Abilty Score Increase], 3rd Favored Enemy, Indomitable Will|
|20th||AT 4||Ultimate Vampire Aspect|
All of the following are class features of the vampire.
Vampires are proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).
A vampire adds +10 feet to his land speed when wearing light armor, medium armor, or no armor, and not carrying a heavy load. Apply this bonus before modifying the vampire’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the vampire’s land speed. [Barbarian – Fast Movement]
A vampire can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st Hit Die, a vampire can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each Hit Die after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a vampire can rage per day. A vampire can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a vampire gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the vampire 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a vampire cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A vampire can end his rage as a free action and is fatigued after a rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A vampire cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a vampire falls unconscious, his rage immediately ends, placing him in peril of death. [Barbarian – Rage]
Each individual vampire has only a limited selection of the powers and abilities that are usually ascribed to vampires as a whole. At 1st Hit Die, the vampire selects one of the following aspects and gains the corresponding bonus bonus.
Blood (Ex): The vampire gains a bite natural attack, dealing 1d6 points of piercing damage + his Strength modifier. Each time he hits a living creature with this bite attack, he deals 1 point of bleed damage and gains 1 temporary hit point. These hit points last for 10 minutes. This bleed damage do not stack with itself.
Mind (Su): The vampire gains a gaze attack that he can use to daze for 1d4 rounds a single creature within 60 feet. The target can negate this effect with a successful Will saving throw. Using this ability is a full-round action that does not provoke attacks of opportunity. The gaze attack is a supernatural ability. Like the daze monster spell, this ability does not affect creatures with 7 or more Hit Dice.
Nobility (Ex): The vampire can choose to enter a controlled rage instead of a normal rage. When in a controlled rage, instead of gaining the normal bonuses from a rage, he may apply a +4 morale bonus to his Strength, Dexterity, or Constitution. This bonus increases to +6 when he gains greater rage. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, a vampire gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for a rage. [Barbarian – Urban Barbarian – Controlled Rage]
At 2nd Hit Die, a vampire gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A vampire with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
As a vampire gains Hit Dice, he learns to use his rage in new ways. Starting at 3rd Hit Dice, a vampire gains a rage power from the list of rage powers. He gains another rage power for every three Hit Dice attained after 3rd. A vampire gains the benefits of rage powers only while raging, and some of these powers require the vampire to take an action first. Unless otherwise noted, a vampire cannot select an individual power more than once. Any vampire who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A vampire cannot select from more than one group of totem rage powers; for example, a vampire who selects a beast totem power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title). [Barbarian – Rage Powers]
At 3rd Hit Die, a vampire must select one combat style to pursue. The vampire’s expertise manifests in the form of bonus feats at 3rd, 8th, and 13th Hit Die. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the vampire’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a vampire selects a combat style, it cannot be changed. For a full list of styles available to a vampire, see the Ranger’s page. [Ranger – Combat Style Feats]
At 4th Hit Die, a vampire selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A vampire may make Knowledge skill checks untrained when attempting to identify these creatures.
At 10th and 16th Hit Die, the vampire may select an additional favored enemy. In addition, at both 10th and 16th Hit Die, the bonus against one favored enemy (including the one just selected, if so desired) increases by +2.
If the vampire chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table of Favored Enemies (on the Ranger page). (Note that there are other types of humanoid to choose from – those called out specifically on the table are merely the most common.) If a specific creature falls into more than one category of favored enemy, the vampire’s bonuses do not stack; he simply uses whichever bonus is higher. [Ranger – Favored Enemy]
At his 1st Advancement Tier, a vampire gains a greater power from his chosen aspect. Alternatively, the vampire can gain another vampire aspect he doesn’t already have.
Beast (Ex): The vampire gains a faithful animal companion. The vampire can select an animal companion from the following list: badger, bird, cat (small), dire rat, dog, horse, snake (viper or constrictor), or wolf. This animal is a loyal companion that accompanies the vampire on his adventures as appropriate for its kind. A vampire’s animal companion shares his favored enemy and favored terrain (if the vampire obtains it) bonuses. This ability functions like the druid‘s animal companion ability (which is part of the nature bond class feature), except that the vampire’s effective druid level is equal to his level –3. [Ranger – Hunter’s Bond]
Blood (Ex): The vampire’s bite attack now has a base damage of 1d8, and bleed damage of 1d4. The vampire still gains only 1 temporary hit point when he causes bleed damage, no matter the amount inflicted.
Grave (Ex): The vampire gains a primary slam attack dealing 1d8 points of bludgeoning damage. He also gains the intimidating glare rage power as a bonus rage power.
Mind (Su): The vampire gains a gaze attack with which he can charm a creature within 60 feet. Using this gaze is a full-round action that does not provoke attacks of opportunity. Other than for what indicated, this ability works like the charm monster spell. The vampire can now use his dazing gaze as a standard action instead of a full-round action.
Nobility (Ex): the vampire gains evasion. Whenever he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the vampire is wearing light armor, medium armor, or no armor. A helpless vampire does not gain the benefit of evasion. [Ranger – Evasion]
At 5th Hit Die and higher, a vampire can no longer be flanked. This defense denies a rogue the ability to sneak attack the vampire by flanking him, unless the attacker has at least four more rogue levels than the target has vampire Hit Dice.
If the vampire already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. [Barbarian – Improved Uncanny Dodge]
Starting from 7th Hit Die, the vampire can use a swift action to mark an adjacent wounded creature as a prey, keeping in mind the smell of its blood. For the purpose of this ability, a creature is wounded whenever it has less than full hit points. Whenever he is following the tracks of his quarry, a vampire can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +1 insight bonus on attack and damage rolls made against his mark, and all critical threats are automatically confirmed. These bonuses apply only while the creature is wounded, and are doubled if the target is currently suffering from bleed damage. A vampire can have no more than one marked target at a time. He can dismiss this effect at any time as a free action, but he cannot select a new target for 24 hours. If the vampire sees proof that his target is dead, he can mark a new creature after waiting 1 hour. Mark of blood can be used only against living creatures.
At his 2nd Advancement Tier, the vampire gains a shapeshifting power from his chosen Aspect. He can gain this power only for an aspect which he has the improved aspect on. Alternatively, he can gain a new vampire aspect or the improved aspect of any vampire aspect he has.
Beast (Ex): The vampire can change into an animal as a standard action. This ability works like the beast shape II spell, using the vampire’s Hit Dice as caster level. The vampire can use this power a number of times per day equal to his Wisdom bonus (minimum 1).
Blood (Ex): The vampire can change into an animal as a standard action. This ability works like the beast shape II spell, using the vampire’s Hit Dice as caster level. The vampire can use this power a number of times per day equal to his Wisdom bonus (minimum 1).
Grave (Ex): The vampire can change into an undead as a standard action. This ability works like the undead anatomy I spell, using the vampire’s Hit Dice as caster level. The vampire can use this power a number of times per day equal to his Wisdom bonus (minimum 1).
Mind (Su): The vampire can alter his appearance as per alter self as will. Furthermore, he can now use his charming gaze as a standard action and the dazing gaze as a movement action.
Nobility (Ex): The vampire can change into a small cloud of mist as a standard action. He can maintain this form for a number of rounds per day equal to his Hit Dice, and these rounds need not be consecutive. This ability otherwise works like the gaseous form spell.
At his 3rd Advancement Tier, the vampire gains another power from his chosen aspect. He can gain the atavistic vampire aspect of an aspect for which he has the greater aspect. Alternatively, he can gain the greater aspect of any aspect for which he has the improved aspect, or gain a new vampire aspect or improved vampire aspect.
Blood (Ex): The vampire can use his bite attack as a secondary attack, adding an attack at his highest attack bonus –5 whenever he makes a full attack. Furthermore, he can choose whether to deal 1d4 bleed damage or 1 point of Constitution drain with each bite attack he makes. The vampire gains 5 temporary hit points whenever he deals bleed damage or Constitution drain. These hit points last for 10 minutes.
Grave (Ex): The vampire’s slam attack inflicts 1 negative level on any living creature it hits. These negative levels can be removed with a successful Fortitude save 24 hours after they have been inflicted. Whenever the vampire inflicts a negative level, he gains 5 temporary hit points. These hit points last for 10 minutes.
Mind (Su): The vampire gains a gaze attack with which he can paralyze a creature within 60 feet. Using this gaze is a full-round action that does not provoke attacks of opportunity. Other than for what indicated, this ability works like the hold monster spell. The vampire can now use his charming gaze as a move action and his dazing gaze as a swift action.
Nobility (Ex): The vampire gains Weapon Finesse as a bonus feat. If he already has Weapon Finesse, he adds his Dexterity bonus (if any) to any damage roll he makes with a weapon on which Weapon Finesse applies, and treats the critical threat range for all these weapons as if he had Improved Critical with them. These bonuses does not stack with similar ones (such as the Agile special weapon quality).
A vampire of 14th Hit Die can more effectively mark creatures as preys. He can use the mark on a creature within 30 feet, rather than an adjacent one, and can have a number of marks active at the same time equal to his Wisdom bonus (minimum 1). Furthermore, the bonuses gained from mark of blood are 1 point higher on a creature that is also a favored enemy. This extra point is not doubled on a creature suffering from bleed damage. A vampire ignores all miss chances when attacking a creature marked with a greater mark of blood.
While in a rage, a vampire of 16th Hit Die gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on will saves he also receives during his rage. [Barbarian – Indomitable Will]
At his 4th Advancement Tier, a vampire gains the ultimate power of his aspect. Alternatively, he can gain one new vampire aspect, improved vampire aspect, greater vampire aspect, and atavistic vampire aspect, fulfilling the normal conditions for them.
Beast (Ex): The vampire gains the rend special attack, triggered when he hits twice the same creature with the natural attacks gained through lesser beast totem. Furthermore, when the vampire is raging or in animal shape, he gains damage reduction 10/silver.
Grave (Ex): The vampire can change into an undead as a standard action. This ability works like the undead anatomy IV spell, using the vampire’s Hit Dice as caster level. The vampire can use this power a number of times per day equal to his Wisdom bonus (minimum 1). This ability and that gained from the greater vampire aspect have a separate pool of uses per day.
Mind (Su): The vampire gains a gaze attack with which he can subjugate the mind of a creature within 60 feet. Using this gaze is a full-round action that does not provoke attacks of opportunity. Other than for what indicated, this ability works like the dominate monster spell, using the vampire’s level as caster level. The vampire can now use his paralyzing gaze as a standard action, his charming gaze as a swift action and his dazing gaze as a free action, once per round. Regardless of the success or failure of the saving throw, any individual creature cannot be subject to this gaze more than once per day.
Nobility (Ex): The vampire gains the improved evasion ranger ability, as well as three bonus rage powers or combat style feats, in any combination he decides. To obtain combat style feats, the vampire must have already chosen at least 1 combat style feat, either from this class or another.
Of Stranger Bonds, © 2019, Alessandro Passera