
![]() |
Hey guys - have a something I want reviewed and opinions. I have a player who wants to progress into a Nosferatu. I told him to build something, like from savage species, and I would review it and let him know. I had him tone down dominate. If you wouldn't mind will you read this over and let me know what you think. I am also going to add a prerequisite of finding a tomb or something, and add a ritual for each level - probably costing an increasing amount of CP(Darksun game-Ceramic pieces) and resources. Please let me know what you think on all ends. Thanks in advance.
Oh yea- he is also a cleric necro that is putting all his resources into raise dead feats, and plan to takes full advantage of any of that as well.
Level Special
1 Con -2, blood drain (lesser), resistances (lesser), spider climb, vampire bonus feats (Alertness, Skill Focus), scent
2 Wis +2, Cha +2 blood drain (moderate), vampire bonus feats (Improved Initiative, Lightning Reflexes), vampire skills +2, Sanctuary (lesser), dominate (lesser), Swarm form (lesser), resistances (greater), claws, low light vision
3 Str +2, Dex +2, blood drain (greater), dominate (moderate), natural armor +2, vampire aversions, vampire skills +4, dark vision
4 Wis +2, Sanctuary (greater) damage reduction 3/wood and piercing, dominate (greater), Swarm form (moderate), sunlight & water vulnerability (lesser) natural armor +2
5 Dex +2, Cha +2 fast healing 1, natural armor +2, vampire skills +6, telepathy, create spawn (lesser), energy drain (lesser), Swarm form (greater), sunlight & water vulnerability (greater), undeath,
6 Wis +2, Int +2 damage reduction 5 wood and peircing, fast healing 5, natural armor +2, channel resistance +4, vampire skills +8, vampire bonus feat (Skill Focus)
Blood Drain (Ex): Starting at 1st level, a vampire can attempt to bite a victim with his growing fangs and suck blood. If the vampire makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Constitution and Wisdom damage each round that the pin is maintained. With each such successful attack, the vampire heals or gains 1 temporary hit point.
When the vampire reaches 2nd level, his fangs are fully developed, though he has not yet perfected his technique for drawing blood. At this point, his blood drain attack deals 1 point of Constitution and Wisdom drain.
At 4th level, the vampire has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Constitution and Wisdom drain, and he gains 5 temporary hit points with each successful blood drain.
Resistances (Ex): At 1st level, the vampire gains sonic resistance 5 cold resistance 5 and electricity resistance 5. When he reaches 2nd level, each of these resistances increases to 10.
Spider Climb (Ex): Beginning at 1st level, the vampire can climb sheer surfaces as though with a spider climb spell.
Vampire Bonus Feats: At 1st, 2nd, and 5th level, the vampire gains the feats indicated on Table SP-1, assuming that he doesn't already have them. If the vampire doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.
Scent: At first level a vampire gains the scent ability
Low Light Vision: At 2nd level a vampire gains low light vision.
Vampire Skills: At 2nd level, a vampire gains a +2 racial bonus on Stealth, Perception, and Sense Motive checks. This bonus increases to +4 at 3rd level, to +6 at 5th level, and to +8 at 6th level.
Dark Vision: At 3rd level a vampire gains dark vision 60 ft
Sanctuary (Ex): Upon reaching 3rd level, if he is brought to -1 to -9 hit points (if living) or to 0 or fewer hit points (if undead), he is forced to assume swarm form (see below) immediately and flee so that he may heal. If the vampire cannot use his vampiric ability to assume swarm form (for example, if he has expended all his daily uses of that ability), he cannot enter swarm form under these circumstances and dies immediately.
If he succeeds in reaching a safe place, he is helpless for 1 hour, after which he heals 1 hit point and the helplessness ends. A nonhelpless vampire resting has fast healing 1.
A 4th-level or higher nonhelpless vampire resting has fast healing 5.
Dominate (Su): At 2nd level, a vampire gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at him are not affected. Anyone the vampire targets must succeed on a Will save (DC 10 + ½ vampire HD + Cha modifier) or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 5 feet and is usable once per day.
At 3rd level, the vampire can use this ability three times per day at a range of 10 feet. At 4th level, his range increases to 30 feet and may be used five times per day.
Swarm Form (Su): Starting at 2nd level, a vampire can once a day change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has the same number of hit points as the nosferatu, and any damage done to the swarm affects the nosferatu. While in swarm form, a nosferatu cannot use its natural claw attack or any of its special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the nosferatu is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form up to ten minutes. At 4th level it can assume swarm form three times a day. At 5th level it can assume swarm form at will and remains in that state until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Claw: At 2nd level, the vampire gains a claw attack if he didn't already have one. If he is a Medium creature, his slam deals damage according to the following table.
Size
Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal
4d6
Natural Armor Improvements: At 3rd 4th 5th and 6th level, the vampire's natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability.
Vampire Aversions: The vampire gains the classic aversions of his kind. He cannot tolerate the strong odor of garlic and cannot enter an area laced with it. Similarly, he recoils from a mirror or a strongly presented holy symbol. These items don't harm the vampire -- they merely keep him at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against that creature for the rest of the encounter. Holding a vampire at bay requires a standard action.
Most vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. (A vampire that has a natural swim speed may freely cross running water and is quite comfortable in water of any kind). Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since such areas are by definition open to all.
Telepathy (Su): A nosferatu can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, a nosferatu can communicate with any animal, magical beast, or vermin.
Damage Reduction (Su): At 4th level, a vampire gains damage reduction 3/wood and piercing. At 6th level, this protection increases to damage reduction 5/wood and piercing. A vampire's natural weapons (the slam attack, for a humanoid vampire) are treated as magic weapons for the purpose of overcoming damage reduction.
Sunlight & Water Vulnerability: A 4th-level or higher vampire exposed to direct sunlight is disoriented. While in this condition, he can take only a single move action or attack action in a round, and 3 full rounds of such exposure destroy it utterly. Similarly, immersing a typical vampire in running water robs it of one-fifth of its hit points each round until it is destroyed at the end of the fifth round of immersion. (A vampire with a natural swim speed is not harmed by immersion in running water.)
At 5th level, a vampire's flesh becomes even more vulnerable to sunlight and running water. Upon exposure to sunlight, he takes the above penalties and is destroyed utterly in the next round if he cannot escape. The vampire loses one-third of his hit points each round of immersion in water instead of one-fifth, and he is destroyed after at the end of the third round of exposure instead of the fifth round.
Fast Healing (Ex): Beginning at 5th level, a vampire heals 1 point of damage each round so long as he has at least 1 hit point, whether or not he is resting in his coffin. A living vampire reduced to fewer than 0 hp or an undead vampire reduced to 0 hit points is automatically forced into swarm form (if he still has uses of that ability available) and must retreat (see Sanctuary, above).
At 6th level, a vampire's fast healing increases to 5.
Undeath: Upon reaching 5th level, a vampire gains the undead type, with all of its normal benefits and drawbacks. He no longer has a Constitution score, and he loses any Constitution bonus or penalty on hit points, saving throws, or skills that he may previously have had. He uses either his Charisma modifier or his Constitution modifier (+0), whichever is better, for all skills, save DCs, and other quantities that previously incorporated his Constitution modifier. The vampire becomes immune to many attacks but is subject to turn or rebuke undead attempts and is immediately destroyed if brought to 0 or fewer hit points. All of his current and future Hit Dice increase to d12s. (Rather than rerolling all the character's Hit Dice, you can simply add 4 hit points for every d4 Hit Die the vampire previously had, 3 hit points for every d6 Hit Die, 2 for every d8, and 1 for every d10, if desired.) The vampire immediately becomes evil and subject to the special rules for staking a vampire through the heart.
A vampire cleric may become an ex-cleric if his deity does not accept evil clerics, but character can remedy this problem either by changing allegiance or by devoting himself to an evil cause or a source of evil divine power (selecting new domains if appropriate). A vampire cleric who could normally turn undead loses that ability but gains the ability to rebuke undead, and one who can spontaneously convert spells into cure spells now converts them into inflict spells.
A vampire sorcerer, wizard, or other character who has a familiar is shunned by that creature unless it is a bat or rat, but he can acquire one of those creatures to replace the previous familiar.
Channel Resistance (Ex): At 6th level, a vampire gains turn resistance +4.