Vampires as Player Characters?


Homebrew and House Rules

Dark Archive

I found this when doing a Way of the Wicked search and finding a campaign on the site Obsidian Portal. I'm curious to see if others find this progression balanced and something that could be offered to players. What do you all think?

They also have a write up for Lich PCs, along with Undead feats and spells... which I can give if asked, at least links.

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Vampire
The Path of the Vampire It is not merely enough to be bitten by a vampire. The process of transforming into a true vampire is a long, painful and arduous road. Some are not up to this grueling task and instead the curse overwhelms them. Instead of transforming into a vampire, they instead merely sicken and die or worse, become an almost mindless spawn fit for little more than menial service to an undying master. However, our characters are made of sterner stuff. To become a true vampire requires an investment of five feats – a major expenditure to be sure. However, the rewards of becoming a vampire are viewed by many as being worth the cost of this ascension.

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template). However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour. If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You gain the full benefit and weaknesses of the vampire template.


Just gonna leave this here.


vampires are pcs is pretty insane, as it makes them functionally immortal.

Also at will dominate person

Dark Archive

Axial wrote:
Just gonna leave this here.

Huh, cool. Thanks for offering this, I will look into it. What do you think of the write up above?

CWheezy wrote:

vampires are pcs is pretty insane, as it makes them functionally immortal.

Also at will dominate person

Notice how it requires 5 feat to fully gain the Vampire template and reach True Vampirism... that is quite the investment, particularly for many classes and builds.

Also, note how it gives the strengths and weaknesses of vampires while also requiring the carrying around a coffin and staying out of the sunlight.


I would totally go for this if I was playing Way of the Wicked again. or for a lich if I was playing a caster.

I think because of the level and feat investment that its perfectly fine to allow this.


It makes it far less unbalanced at low levels, until the full template kicks in, but it also gives bonus feats that mean you're really not giving up 5 feats so much as giving up your choice in which 5 feats. So once you hit full vampire, you are every bit as strong as a normal class member who failed his save against a bite and just went normal vampire template. Dodge? Improved init? Lightning reflexes? My fighter was taking those anyways. Sure I'll have some IMMORTALITY AND ALL POWERFULLNESS to go with that.

The last time I ran a game with vamp pcs, they took out a kingdom of lawful good pally, oracle, and clerics. Most of the high rankers were level 20. They owned that kingdom in a month, by level 8.

If you want your players to be vampires... good luck.

Dark Archive

Alric Rahl wrote:

I would totally go for this if I was playing Way of the Wicked again. or for a lich if I was playing a caster.

I think because of the level and feat investment that its perfectly fine to allow this.

The Lich follows a different setup I should worn, not feat based persay compared to the Vampire.

I am glad you feel that way, this is how I feel as well.
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Fair enough Shiroi when it comes to giving you feats back, yet such feats wont be as useful for some classes compared to others. That, and many feel fighters are the weakest class anyway so giving them a bigger benefit then casting classes when it comes to bonus feats I consider a plus.

Immortality isn't that big a thing in my games, I even have homebrewed a feat and trait that gives the 'not dying from aging or aging at all' immortality at first level. I also allow the Wed to History feat, so there is that.

On powerfulness... perhaps, though many of the weaknesses could well be considered 'challanging' if a DM fully enforces them.


Looks pretty cool, but if the intention is to have a mixed party of vampires and non-vampires, I would not suggest using this.

I would use 3.x for inspiration, the ECL rules...

I would call a vampire +10 levels, and I'm not alone on that (a cursory google search produced that number, took me about ten seconds).

If everyone in the party is vampires, just slap the template on them and have fun.

Undead games can be VERY fun.

Dark Archive

Officially in D&D 3.5, taking a look on d20rsd.org and Monster Manual, the Level Adjustment is "Same as the base creature +8 actually"... not +10 as you have said.

Does not the above balance things enough to allow a vampire in a party without such a template? I mean an all vampire party could work, but is far from preferred.


I had the whole party on vamps, except one dude who wanted to be a grave knight. Grave knight is quite nasty, but he wasn't even *close* to the level of power my vamps were at. They summoned an Astral deva at level 7, stripped it's skin and made an armor to hide their alignment, snuck into the castle by commanding a servant to sneak in a lead flask containing them in gaseous form and open it in a dark room, found the Queens bathtub and broke her neck, threw her into a bag of holding and put her in the trash. Que transforming to look like the queen, wearing the angelskin armor, and sneaking into bed with the king. And turning him. They murdered the royal family and made thralls of a kingdom. By level 8. 4 vamps and a gravenight. The gravenight barely helped.

Failure to age is nothing, it's the fast healing and gaseous form, rediculous stat boosts and insane powers. That makes them invincible unless you meta game really, really hard.


Shiroi are you saying your players killed a "SUMMONED" Astral Deva and then stripped its skin? By rules anything summoned when killed just disappears. If your saying they stripped its skin while it was alive, Im sure it would of bled to death... thus causing it and the Skin to disappear. If they kept it alive through magic somehow then they would of constantly had to keep healing it just to keep it alive. and by that time the summon spell would have ended and the creature and its skin would of disappeared.

Then everyone that servant walked past would of gotten a perception check to notice him acting differently. in a castle thats at least a minimum of 10 people to walk by. (Cooks in the Kitchen, Guards at checkpoints, etc.) at least 1 of those people would have stopped him and questioned him, possibly figuring out that he was under an enchantment.

Anyone seeing the queen would get the same type of check to notice she wasnt the real queen.

Also I believe only 1 maybe 2 characters would of been able to fit into a single flask. so the servant would of had to carry multiple flasks to get all 4 in, thus raising more red flags as why the hell is he carrying so many flasks.

Sounds more like you failed as a GM for letting them break the rules and not imposing a varitable challenge.

We did the same thing just as evil PC's in Way of the Wicked, we signed up as cooks, snuck in and poisened the food. we had to kill the lady and take her form who prepared the food and everyone we walked by got a check. one person did notice us but I happened to have a charm Person spell and told them to shush. the soldiers of the fort ate the poisoned food but only some of them got poisoned as others warned them it was poisoned. We barely made it out of that conflict alive.


JonathonWilder wrote:

Officially in D&D 3.5, taking a look on d20rsd.org and Monster Manual, the Level Adjustment is "Same as the base creature +8 actually"... not +10 as you have said.

Does not the above balance things enough to allow a vampire in a party without such a template? I mean an all vampire party could work, but is far from preferred.

Yeah I went to EN world, like I said I spent about ten seconds looking.

I don't really agree with all the ECL adjustments from 3.5, part of why I don't play it anymore.

In any case, paying five feats to the the template is something I wouldn't even THINK about, I would make a fighter and F**K THINGS UP!

I would also feel bad for anyone who didn't pay those five feats, because vampires as PCs are scary as hell.

Monks with level drain and domination powers at will? Yikes.
Throw fast heal in there as well? Wow.


Pathfinder Rulebook Subscriber
alexd1976 wrote:

Monks with level drain and domination powers at will? Yikes.

Throw fast heal in there as well? Wow.

Well, if nothing else, Energy Drain is limited to once per round, so Flurry of Blows doesn't make it super scary.

A Tetori Monk making use on Blood Drain, on the other hand, is still very scary.


ZZTRaider wrote:
alexd1976 wrote:

Monks with level drain and domination powers at will? Yikes.

Throw fast heal in there as well? Wow.

Well, if nothing else, Energy Drain is limited to once per round, so Flurry of Blows doesn't make it super scary.

A Tetori Monk making use on Blood Drain, on the other hand, is still very scary.

Oh I'm aware of the limitations, I've made many a vampire monk in my games...

"only" one level drain per round is scary.
Having to pay five feats by level 9 isn't a hindrance, it's a gift.

Dark Archive

Well consider for a moment Alex... this is encouraging one to play a fighter or monk, something which isn't always easy to do given the power spellcasters have such wizards, druids, and clerics. More, it sounds like you would be excited to play a vampire fighter.

Am I the only one seeing the positive with the vampire feats above when it comes to using, and encouraging, martials?

Edit: Remember to consideration for this being allowed for a non-evil party, thus reasonably limiting somewhat a vampire from a moral standpoint. Using Energy Drain and Domination as a 'combat strategy' could bring problems, either for the vampire in question or the party.


JonathonWilder wrote:

Well consider for a moment Alex... this is encouraging one to play a fighter or monk, something which isn't always easy to do given the power spellcasters have such wizards, druids, and clerics. More, it sounds like you would be excited to play a vampire fighter.

Am I the only one seeing the positive with the vampire feats above when it comes to using, and encouraging, martials?

I would play this game in a heartbeat, for sure!

Anyone NOT taking this feat chain would be a complete moron, IMO.

I think it's WAY too permissive.

I would abuse the CRAP out of this, and would likely play a Fighter.

Casters would benefit a bit less from this, but should still take it.

Would you ALLOW the whole party to use these? If not, I feel it is unbalanced.

It's not like a party containing a vampire will force the vampire to try and adventure during the day, so the limitations get a lot less severe there...


Actually only one snuck in through the flask. The others took the clerics in the monastery the same night and murdered a few dozen lvl 16s, some in their sleep and several in waves. They took most of them in one swoop, then the rest in a vicious snatch and grab that looked something like the bank scene from hancock.

The one dressed as the queen was a rogue, he snuck with +donttrythis through the castle and the only people who saw the queen disguise were the guards outside the kings door. With a +donttrythis to bluff, diplomacy, and sense motive, he told them to politely give her some space to converse with the king in private.

The skin I wasn't sure about, they held it still and skinned it alive while using healing spells to keep it from dying. They killed it after but I ruled the skin stayed because I honestly expected the king to kill the rogue. But apparently even with initiative a lvl 20 paladin vs a level 8ish vampire is a fair fight when the king is naked in bed. She wrapped him in the blankets and held on for dear life, draining him every round till he went under.

Dark Archive

Well Alex, what suggestions would you offer to make this a bit more restrictive and balanced?


JonathonWilder wrote:
Well Alex, what suggestions would you offer to make this a bit more restrictive and balanced?

If you aren't allowing the entire party to be vampires?

Forget feats, have it be a level adjustment.

8-10 levels sounds about right.

If you ARE allowing them to all be vampires, just slap the template on them and hit the power button. Ready to go.


Alternatively, try something similar to what 3.x did with undead, turn it into a CLASS.

I think Libris Mortis is the book you want to check out. It's full of awesomeness.

Dark Archive

Sighs... any other thoughts or perspective?

The Lords of the Night by Dreamscarred Press offered by Axial is becoming a more encouraging resource at this point.


I think I agree with it being a class-based build. That gives a progression and puts the costs more in line with the benefits. I would allow the class to advance one class feature of the base character's class. This would allow a spellcaster to keep up


Pathfinder Rulebook Subscriber

A prestige class may well be a good way to handle this. Especially considering that most prestige classes become available around level 5 or 6, and the Vampire template requires at least 5 HD.


I can see it being an interesting prestige class, maybe make it unique in that to take a level in this class, you must have at least twice as many levels in other classes as you do this one.

So at level 2, going to level 3, you can take the first level of this class. At level 5 (4x/1vamp) you can take another to become 4x/2vamp.


ZZTRaider wrote:
A prestige class may well be a good way to handle this. Especially considering that most prestige classes become available around level 5 or 6, and the Vampire template requires at least 5 HD.

That's a bit reminiscent of the Monster Classes of 3.0's Savage Species

Not sure that a good thing. On one hand that an okay way to include powerful abilties; on the other, it purposefully slow the character progression in his main capacities, which hurts a lot.
To be honest, I'd rather have the vampire as an Variant Multiclassing Option, rather than a prestige class.

Jonathon, is there a specific reason you used a Feat-by-Feat system, rather than Unchained's Variant Multiclassing ?


I don't think you can do this via feats alone and keep it balanced with non-vampires in the PC party. To make it balanced, the vampire feats would have to be in line with the typical Pathfinder feats. Taking at quick look at what you've got:

The Bitten is probably fine, but on the overpowered side of things. The Dying is equal to about 3 feats. The Risen is equal to at least 7 or 8 feats, probably more. The Initiated is equal to roughly 7 feats. I don't have the vampire template handy, so I can't evaluate True Vampirism, but it really doesn't matter.

The first 4 feats provide the benefits of about 18. In a game where characters typically get 10 feats, that isn't going to work.

Like many others have suggested, I think this fits better in a class feature structure (regular class, prestige class, variant multiclassing, level adjustment, or the like). In which case, I think the full Vampire template is worth about +8 LA (8 class levels, no additional feats) or about 10 class levels with additional feats.


Going 3 feats in, you're basically lost all the in-combat problems of being a vampire (besides sunlight weakness), and have gotten 4 bonus feats, +2 DEX, Natural Armor, Perception, and Darkvision 60. By this time, if you are any sort of fullcaster or a Drow, you have ways to negate direct sunlight. If you're a Sorcerer, Oracle, or Antipaladin, you could have dumped CON. As a charisma fullcaster, this allows you to become ridiculously SAD and more than a little broken.

Oh, by the way, is there any alignment prerequisite? Can a good character pick this, and do they inevitably become evil upon taking the last feat?

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