| Arcanemuses |
| 3 people marked this as a favorite. |
Vampyrist
Not all who practice vampirism are ageless undead. For many, the gruesome act is a necromantic technique that grants them similar powers to true vampires, but none of their weaknesses. Vampyrists are individuals who are either unable to convince a true vampire to turn them or they are patient enough to achieve such power on their own. For these bastard children of the night, the drinking of blood offers a variety of mystical powers that many true vampires take for granted.
Role
Vampyrists adventure for wealth, power, and immortality. They long for the comfort and prestige that treasure can buy them. They lust for perfection of self and appearance. And they burn for the ultimate goal of living forever without care or concern for the ever-changing world around them. They are not adverse to forming meaningful friendships or working fairly with others who can tolerate their bloodsucking. Because vampirism requires craftiness and guile they are excellent hunters.
Alignment
Any Non-Good. (If your GM considers drinking an enemy’s blood not an evil act, then any alignment will do.)
Hit Die: d8
Class Skills Climb, Diplomacy, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.
Skill Ranks per Level 4+ Int modifier
BAB ¾
Good Saves Reflex and Will
Weapon and Amor Proficiency
Vampyrists are proficient with light and medium armor. They are proficient with all natural weapons and simple weapons plus the following weapons: sap, rapier, whip, bolas, and nets.
Class Features
Gravestone Fists
At first level, the vampyrist gains two slam attacks that deal 1d4 plus Str. If both attacks hit a single target in a round, the vampyrist can grapple that target as an immediate action that does not provoke attacks of opportunity. At 5th Level, these slam attacks count as magic. At 7th Level , the die damage increases to 1d6. At 11th level, the vampyrist can grapple as a free action and gains a +2 bonus when doing so when both slams hit.
Vampirism
A vampyrist can drain the blood from helpless targets. Anytime the vampyrist has a target pinned in a grapple they may substitute vampirism damage instead of unarmed attack damage. They may also use vampirism on helpless targets as a standard action. Vampyrism deals 1d2 points of Con damage at 1st level. The damage increases to 1d4 at 5th level, 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 20th level.
Vampryic Vigor
A vampyrist may add their Charisma modifier in place of their Constitution modifier for bonus hit points per level, saves versus poison and disease, and making constitution checks during physical activity such as swimming or marching.
Child of the Night
At First level, the vampyrist gains a nocturnal animal for a hunting partner. They must choose one of the following animals: Bat (use the stats of a Bird), Dire Rat, or Wolf. This animal functions as a druid’s animal companion, using the vampyrist’s level as their effective druid level. At the GM’s discretion, other animals can be selected.
Gift
At 2nd level and every other level thereafter, the vampyrist gains a vampire-like talent they refer to as gifts. Some gifts have requirements. The following is a list of gifts:
Skill of the Kill When the vampyrist uses vampirism on a target, they may use any skill that target possessed at a +2 bonus. This lasts for ten minutes per level.
Skill of the Kill (Greater) When the vampyrist uses vampirism on a target, they may use any skill that target possessed at a +4 bonus. This lasts for 1 hour per level. The vampyrist must already possess Skill of the Kill and be at least 6th level.
Claws The vampyrist’s slam attacks becomes claw attacks and deal slashing damage.
Fangs The vampyrist gains a bite attack that deals 1d4 damage. They must be at least 6th level to select this gift.
Greater Fangs The vampyrist’s bite damage increases to 1d6. The must possess the fangs gift before selecting this gift.
Siphoning Bite The vampyrist deals 1 point of bleed damage whenever they make successful bite attack or use vampirism.
Snatch Prey The vampyrist gains the Improved Grapple feat for free.
Vampire’s Resistance The vampyrist gains resistance to cold 5 and electricity 5.
Greater Vampire’s Resistance The vampyrist’s resistance to cold and electricity resistance increases to 10. The vampyrist must already possess the Vampire’s Resistance gift.
Blood Healing The vampyrist heals 5 hp for every 1 point of Con they drain when using vampirism.
Hunter’s Knack Gains Skill Focus feat for any one class skill.
Suggestive Voice Can cast Suggestion as a spell-like ability 3 times per day. Saves are Charisma-based. Must be at least 6th level to select.
Gaseous Body: Can use gaseous form as a spell-like ability once per day. Must be at least 6th level to select this gift.
Shadowless The vampyrist trades a piece of her essence for power. She loses her shadow and her reflection in mirrors in exchange for a +2 bonus versus mind-affecting effects and Fortitude saves. She cannot select this gift until 10th level.
This is all I have so far. Any help flushing this out would be appreciated.
| Kannachan |
so far I think it has promise. I would be able to offer a better opinion if I knew how the class's saves and bab looked as it leveled. I am a fan of the blood healing however. Perhaps you could add in some gifts to enhance the amount healed?
Perhaps you could add as a mid level class feature something similar to leadership but instead of attracting followers it would allow you to control a certain HD worth of creatures you drained to death.
| Arcanemuses |
1-Gravestone Fists, Vampirism 1d2, Vampyric Vigor, Child of the Night
2-Gift
3-Predation +1
4-Gift
5-Vampirism 1d4
6-Gift
7-Predation +2
8-Gift
9-Grave Earth Baptism
10-Vampirism 1d6, Gift
11-Predation +3
12-Gift
13-
14-Gift
15-Vampirism 1d8, Predation +4
16-Gift
17-
18-Gift
19-Predation +5
20-Vampirism 1d10
Predation
Starting at 3rd level, once per day, the Vampyrist can designate one particular creature as her prey. She gains a +1 bonus to attack, damage, CMB checks, diplomacy, stealth, sense motive, and intimidate checks made against that creature until the creature is dead or until the vampyrist rests. This bonus increases by 1 at 7th, 11th, 15th, and 19th levels.
Grave Earth Baptism
At 9th level, the Vampyrist buries itself and sleeps underground for three nights. At the end of that period she reemerges having shared a closeness with death. She gains Negative Energy Affinity and becomes immune to ability damage/drain for her Strength, Constitution, and Dexterity. She also gains a +2 bonus versus necromantic effects.
Now, what to put in at 13th and 17th levels?
| Arcanemuses |
so far I think it has promise. I would be able to offer a better opinion if I knew how the class's saves and bab looked as it leveled. I am a fan of the blood healing however. Perhaps you could add in some gifts to enhance the amount healed?
Perhaps you could add as a mid level class feature something similar to leadership but instead of attracting followers it would allow you to control a certain HD worth of creatures you drained to death.
Thank you for the imput. I have a hard time formatting bab and save progressions to line them up straight. They basically have the bab of a rogue, the fort save of a wizard, and the reflex and will saves of a monk.
| Arcanemuses |
Zombie Spawn
At 13th level, once per day, the vampyrist can create a bloodsucking zombie servant with hit dice equal to her own. Use the normal zombie and give it blood drain 1d4. The zombie must have been a target of her predation and must have died from her vampirism attack. The vampyrist can only have one such zombie at a time. Dismissing the zombie destroys it.
Nocturnal Evolution
At 17th level the vampyrist's animal companion undergoes a necromantic mutation. They gain 3 evolution points that can be spent on any Eidolon Evolution(s). Once chosen they cannot be changed.
THERE! :D
Now, it just needs a LOT more "gifts" to make it supremely customizable.
| Kannachan |
Sorry about the delay. I was busy with real world stuff. For levels 13 and 17 why not allow the vampire to assume a wildshape at will? Its far from overpowered and it does fit in thematically.
As an afterthought: If the person is becoming vampiric wouldn't they start to take on some of the weaknesses as well?
Now a stake through the heart would probably kill most things but perhaps sunlight could make the character fatigued or start doing non-lethal damage?
| Salindurthas |
The Fangs Gift is way, way stronger than the Greater Fangs Gift.
Adding a d4 bite attack is strong, as it can apply Strength, Power Attack, and so on, along with getting an extra attack.
Increasing a d4 bite attack to d6 is very weak. On average, a d6 deals 3.5 damage and a d4 deals 2.5.
Therefore, Fangs increases your damage by 50% by giving you a third attack that deals the same damage as your slams.
Greater Fangs barely does anything at all.
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Be careful with the Charisma replacing Constitution thing. People might take a single level dip into Vampyrist to get the liberty of dumping Con.
You may want to allow this, but if you don't perhaps use this version of
Vampryic Vigor
A vampyrist may add their Charisma modifier in place of their Constitution modifier for saves versus poison and disease, and making constitution checks during physical activity such as swimming or marching.
A vampyrist may also use their Charisma modifier in this way for calculating bonus hit points gained when taking a level of vampyrist. Levels in other classes must use the character's Constitution bonus for calculating bonus hit points.
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To open up design space, you could make more powerful Gifts that have drawbacks related to the weaknesses of vampires.
| Arcanemuses |
Sorry about the delay. I was busy with real world stuff. For levels 13 and 17 why not allow the vampire to assume a wildshape at will? Its far from overpowered and it does fit in thematically.
As an afterthought: If the person is becoming vampiric wouldn't they start to take on some of the weaknesses as well?
Now a stake through the heart would probably kill most things but perhaps sunlight could make the character fatigued or start doing non-lethal damage?
I like your wildshap idea, it makes sense. As for weaknesses. The point of the class is to gain the powers of a vampire without the weaknesses.
| Dan Rope |
Charisma for hit points for levels gained in the Vampiyrist class, but for "dippngs" into other classes the hit poins are based on Constitution as usual.
And you can make the Fort save is based on Con, regardless. And maybe a mid-late power can make all the saves based on Char in (anti)paladin fashion (only that it'd substitution instead of addition?)
One thing that I don't understand and I hope that is not too off-topic is what is supposed to represent Charisma in Undeads and "related folks", a supernatural force?
| IejirIsk |
does a small vampyrist have the same damage potential... and monk/vampyrist sounds awful dangerous...
and with the weaknesses, you can boost the power of some abilities in return. (ie: +2 damage from fire abilities, +2 grapple checks) and increasing from there.
wait... druid companion PLUS a spawn?!?
The spawn... same HD seems a little... strong to me.
I would also assume the fangs are a secondary attack?
and perhaps (with the bloodline idea) instead of suggestion, a charm person 2 + 1/2 lvl /day cha based, class level as CL
and why proficiency with sap? (which isnt that a simple?)
perhaps a 'gift' that will expand repertoire of weaponry.
| Arcanemuses |
does a small vampyrist have the same damage potential... and monk/vampyrist sounds awful dangerous...
and with the weaknesses, you can boost the power of some abilities in return. (ie: +2 damage from fire abilities, +2 grapple checks) and increasing from there.wait... druid companion PLUS a spawn?!?
The spawn... same HD seems a little... strong to me.
I would also assume the fangs are a secondary attack?
and perhaps (with the bloodline idea) instead of suggestion, a charm person 2 + 1/2 lvl /day cha based, class level as CL
and why proficiency with sap? (which isnt that a simple?)
perhaps a 'gift' that will expand repertoire of weaponry.
Vampyrists are proficient with the sap and other non-lethal weapons because they prefer to knock out their prey and not waste spilling any of that tasty artery juice.
| Big Lemon |
| 1 person marked this as a favorite. |
I like how this is starting out, but I feel they should gain some weaknesses and have all of their abilities slightly more powerful. It's something to set them apart from the other base classes and would explain why people don't decide to do this lightly.
On that note, the Shadowless gift seems odd. I don't see the connection of losing the shadow to gain that bonus. Also, it describes that they "piece of their essence" but they really aren't giving up anything; how often do groups mention, keep track of, and/or rely on the positioning or existence of their shadows/reflections?
I suggest turning that save bonus into another gift and making Shadowless have an effect that more directly relates to not having a shadow.