Vampire Lord (3.5e Class)
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By [img src link] |
<-general description->.
Making a Vampire Lord[edit]
Vampire Lords make excellent tanks because of their immunities, damage reduction and fast healing but they can still take down enemies relatively easy because of their Energy Drain. Vampire Lords are great if you have a cleric in your party that can channel negative energy or a necromancer. It's not a good idea to mix them up with a paladin.
Abilities: Physical stats are important, but high charisma and wisdom can help.
Races: Only humanoids and monstrous humanoids can become a Vampire Lord.
Alignment: Any Evil
Starting Gold: 4d10×10 gp
Starting Age: As rogue. Even a ten year old human can become a Vampire Lord.
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Level | Base Attack Bonus |
Saving Throws | Special | ||
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Fort | Ref | Will | |||
1st | +1 | +2 | +0 | +2 | Vampirism, Sneak Attack 1d6 |
2nd | +2 | +3 | +0 | +3 | Evasion, Blood Drain |
3rd | +3 | +3 | +1 | +3 | Sneak Attack 2d6 |
4th | +4 | +4 | +1 | +4 | Drain Blade |
5th | +5 | +4 | +1 | +4 | Sneak Attack 3d6 |
6th | +6/+1 | +5 | +2 | +5 | Eyes of the Vampire, Vampiric Mind |
7th | +7/+2 | +5 | +2 | +5 | Sneak Attack 4d6 |
8th | +8/+3 | +6 | +2 | +6 | |
9th | +9/+4 | +6 | +3 | +6 | Lord of the Dead, Lord of the Hunt, Sneak Attack 5d6 |
10th | +10/+5 | +7 | +3 | +7 | Vampiric Link, Improved Evasion |
11th | +11/+6/+1 | +7 | +3 | +7 | Sneak Attack 6d6 |
12th | +12/+7/+2 | +8 | +4 | +8 | Mastery of the Tongue |
13th | +13/+8/+3 | +8 | +4 | +8 | Vampiric Flight, Sneak Attack 7d6 |
14th | +14/+9/+4 | +9 | +4 | +9 | |
15th | +15/+10/+5 | +9 | +5 | +9 | Necromastery, Sneak Attack 8d6 |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Blood Shaping, Sneak Attack 9d6 |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Supreme Ruler, Sneak Attack 10d6 |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Vampire Lord |
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By [img src link] |
<-general description->.
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise,
Balance,
Bluff,
Climb,
Craft,
Decipher Script,
Diplomacy,
Disable Device,
Disguise,
Escape Artist,
Forgery,
Gather Information,
Hide,
Intimidate,
Jump,
Knowledge,
Listen,
Move Silently,
Open Lock,
Search,
Sense Motive,
Sleight of Hand,
Speak Language,
Spot,
Tumble,
Use Magic Device,
Use Rope
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Class Features[edit]
All of the following are class features of the Vampire Lord.
Weapon and Armor Proficiency: Vampire Lords are proficient with all simple weapons and the rapier. Vampire Lords are proficient with light armor, but not with shields.
Vampirism At first level your character becomes undead and gains vampire template. Since this class aims to make vampires playable your character doesn't gain any of its bonuses (Including damage reduction and similar things.) but, gains all of the weaknesses being a vampire gives.
Blood Drain Ex At 1st when a Vampire Lord uses their Blood Drain racial ability, they gain an additional 5 temporary hit points per successful attack.
At 4th level, Vampire Lord has mastered the art of drawing blood from a victim. Constitution damage from Blood Drain turns into Constitution drain. If the Vampire Lord desires, he can still deal Constitution drain.
At 8th level, constitution drain from Blood Drain increases to 2d4.
At 12th level, constitution drain from Blood Drain increases to 3d4.
At 16th level, constitution drain from Blood Drain increases to 4d4.
At 20th level, constitution drain from Blood Drain increases to 5d4.
Sneak Attack If a vampire Lord can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the Vampire Lord’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Vampire Lord flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Vampire Lord levels thereafter. Should the Vampire Lord score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A Vampire Lord can’t strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, a Vampire Lord can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. A Vampire Lord can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Vampire Lord must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Vampire Lord cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Evasion Ex At 2nd level and higher, a Vampire Lord can avoid even magical and unusual attacks with great agility. If 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 Lord is wearing light armor or no armor. A helpless Vampire Lord does not gain the benefit of evasion.
Drain Blade Ex At 4th level and higher, a Vampire Lord may use his Blood Drain through a weapon he is wielding. He can use this ability twice per day at level 4, and an additional time every other level. At level 20 he may use this ability as often as he wants.
Vampiric Mind Su At 6th level Vampire Lord's mind is completely supreme compared to a mortal. A vampire lord can communicate telepathically with any living creature within 100 feet that has a language.
Lord Of The Dead Su At ninth level Vampire Lord is unquestionably superior than a normal undead. An undead creature must make a Will save (DC 10 + half Vampire Lord's level + his Charisma modifier) in order to attack him in any way. If this save fails, the undead creature cannot take any aggressive action against Vampire Lord for 24 hours. If the undead creature succeeds in this save, it can act normally for 24 hours. After this time, it must save again. While under the effects of this ability, an undead creature cannot take any direct action against Vampire Lord, but it could order its minions to attack, cast spells to boost its allies who can attack the Vampire Lord, and so on. Undead creatures that lack Intelligence scores automatically fail this save unless another creature controls them, such as a cleric who channels negative energy. In this case, the creature that controls the unintelligent undead makes a save on its behalf. If you harm the undead that failed his save he is no longer subjected to Lord Of The Dead for 24 hours.
Eyes Of The Vampire Ex At 6th level Vampire Lord can see in normal or magical darkness as if it was fully illuminated. Also Vampire Lord gains Lifesense as a bonus feat even if he doesn't meet the prerequisites. at 12th level a Vampire Lord can see as if under the effect of a true seeing spell at all times.
Lord Of The Hunt Ex At ninth level Vampire Lord sharpens his senses allowing him to easily hunt their prey. Vampire Lord gains Scent. Also Vampire Lord gains movement speed equal to 1/2 Vampire Lord levels x5. Add this bonus movement speed to the base movement speed of The Vampire Lord.
Vampiric Link Ex At tenth level Vampire Lord's control over his spawn strengthens. Vampire Lord can now telepathically send messages and orders to his spawn with no range limit and his spawn is constantly under the effect of detect thoughts they do not get save against this effect. This effect does not cross planes.
Mastery Of The Tongue Ex At twelth level Vampire Lord's mastery over life allows him to talk with any creature that can speak. Also, a vampire lord receives an additional +4 racial bonus racial bonus to Diplomacy and Intimidate checks.
Improved Evasion Ex This ability works like evasion, except that while the Vampire Lord still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Vampire Lord does not gain the benefit of improved evasion.
Vampiric Flight Ex At thirteenth level Vampire Lord gains bat wings or levitation. If he chooses to gain bat wings, he gains flight speed equal to twice his movement speed with average maneuverability also he can transform his wings to a cape (Transforming is a full-round action that triggers attack of opportunity). If he choses levitation he gains flight speed equal to his movement speed with perfect manuevrability and can hover.
Necromastery Ex At 15th level whenever Vampire Lord kills an enemy with his energy drain or blood drain he can absorb the soul of the dying creature. If the Vampire Lord chooses to absorb the soul that creature cannot be resurrected by any means and can't go to afterlife unless the Vampire Lord is slain. Also Vampire Lord's soul cannot be trapped or absorbed by any means.
If Vampire Lord wishes he can put this soul in a item that worth least 100 gp value for every Hit Die possessed by the creature to be trapped.
If Vampire Lord is feeling merciful, he can release the soul any time he wants.
Blood Shaping Su At 17th level Vampire Lord's mastery over blood and life allows him to assume the appearance of any creature that was absorbed by Necromastery. Vampire Lord cannot change shape to a form more than one size category smaller or larger than its original form.(Use change shape as the base ability.)
Supreme Ruler Ex At 19th level Vampire lord is indeed the supreme ruler of all vampires. Any vampire created by Vampire lord is always Vampire never vampire spawn. The new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow it to break free of its enslavement.
'Vampire Lord Ex At 20th level Vampire Lord completely masters vampirism and is no longer bound by it. He loses all of the weaknesses being a vampire gives and cannot be detected by anything that detect undeads and vampires. He can now produce body heat and bleed if he wishes. He no longer needs to consume blood and life force. While this is the case with the living this ability's effect on undead are completely different. Your mastery over life and death is enough to make you famous and feared trough the world of the unliving. Every undead creature you encounter knows you and respects you unless their CR is higher than your character level their attitude is almost always Friendly.
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