How to live as a vampire


Advice


My character is turning into a vampire within the next few sessions. So how do you deal with the various vampire weaknesses?

Lv14 sorcerer with excellent UMD so he can use pretty much any spell and spell trigger item. Have a necklass that allows me to not burn in daylight though light spells still get their extra effects. Coffin can be transported with a bag of holding but not used in one.


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You're dead.

LOL sorry couldn't resist.


The main weakness of note is the light burning but you seem to already have a nifty item with constant Penumbra cast on it, so you should be pretty much fine honestly.


You have a necklass? :)

Anyway, you are already easy off. You don't die in sunlight - seems there are no traditional vampires anymore these days - and the rest has been nerfed into unimportance. You also can use a bag for your coffin whiyh was impossible in older editions due to the limits on what size could be put into the bag.

As a level 14 sorcerer, consider getting Mage's Mansion and you have a perfect retreat and place to sleep.


Dastis wrote:
My character is turning into a vampire within the next few sessions. So how do you deal with the various vampire weaknesses?

Beside sunlight, you mean garlic, mirrors or holy symbols? Well, you are a sorcerer, simply blast it away. Who cares whether melee or touching is forbidden?

Entering a private home becomes much easier when you charm the owner into inviting you - the TV show True Blood covered that very well.

Immersing you in running water should be difficult, probably keep Dimension Door for that at hand.

Just in case your magical item gets surpressed by Dispel Magic, have a Contingency spell running. Antimagic Shell could cause trouble, though.


SheepishEidolon wrote:

Entering a private home becomes much easier when you charm the owner into inviting you - the TV show True Blood covered that very well.

Looking at the vampiric corruption I noticed that was one of the stains and definitely had me curious about how exactly a PC vampire is supposed to deal with this. What qualifies as a private home? Wouldn't nearly every dungeon be a private home?

Scarab Sages

Dastis wrote:

My character is turning into a vampire within the next few sessions. So how do you deal with the various vampire weaknesses?

Lv14 sorcerer with excellent UMD so he can use pretty much any spell and spell trigger item. Have a necklass that allows me to not burn in daylight though light spells still get their extra effects. Coffin can be transported with a bag of holding but not used in one.

Lots of Divination magic to ensure things are ideal before you enter a new location. That would be the main things for an Caster that becomes a vampire.

I'd also establish contacts with the local thieves' and assassins' guilds, so I can deal with "holy" adventurers at a distance. Hire a thief to steal their holy symbols, in example, so they are unable to channel or ward off vampires through their symbols. Hire assassins when that doesn't work. Make sure you never face them when they are fully prepared.

In general, I'd stop moving around as much. The Vampire has much greater weaknesses if they don't pick a domain and stay there. Moving around a lot will really make those weaknesses more damning. You need to establish a base of operations, get some guards and a public identity, then do your vampire and adventuring stuff during the nights. Teleportion magic is also a huge boon for a vampire. Just don't stay at the camp site during the day, use magic and go home...


Pathfinder Starfinder Society Subscriber
Heretek wrote:
SheepishEidolon wrote:

Entering a private home becomes much easier when you charm the owner into inviting you - the TV show True Blood covered that very well.

Looking at the vampiric corruption I noticed that was one of the stains and definitely had me curious about how exactly a PC vampire is supposed to deal with this. What qualifies as a private home? Wouldn't nearly every dungeon be a private home?

Can't you just decline to select the Vampiric Grace manifestation?

In any case, one question would be where humanoid homes end and monster lairs begin. Even if the GM counts the lair of any intelligent monster as a home that you need permission to enter, you could still cast spells into that lair until the monster inside is dead and your allies take possession and invite you in.


My main concerns are
1. Light spells that destroy undead vulnerable to sunlight on a failed save
2. Running water. Based on the dm he will use this at least once and will require a concentration check to cast spells while this applies
3. Magic item disabling effects like antimagic field, disenchanters, etc

The Exchange

1. Sunbeam is a 7th lv cleric/druid spell. Not very common, Dip 1 lv of lore oracle, add your cha to your reflex saves. Ought to push them up by a bit. I do not know any other spells that destroy undead vulnerable to sunlight on failed save.

2. Get fly as spells known, go for overland flight in the future. Never have to touch water again.

3. Every caster dreads it. Can't do much about that one.


David knott 242 wrote:

Can't you just decline to select the Vampiric Grace manifestation?

You can, though it still seems like it'd be a nice thing to have, since spider climb is always a fun ability, and vampiric grace, whatever it is, sounds nice in name alone. Obviously though it is as simple as simply never choosing it as a manifestation but well, it's right there...


David knott 242 wrote:


Can't you just decline to select the Vampiric Grace manifestation?

You lost me here. Never heard of any Vampiric Grace. Please enlighten me


Pathfinder Starfinder Society Subscriber
Dastis wrote:
David knott 242 wrote:


Can't you just decline to select the Vampiric Grace manifestation?
You lost me here. Never heard of any Vampiric Grace. Please enlighten me

It is one of the manifestations of the Vampiric corruption in Horror Adventures.

Upon further reading, it may or may not be possible to decline a manifestation of a corruption. The GM decides when you receive a new manifestation. If the GM is using the Vile Corruption variant, he selects the manifestation that you gain. You gain the bad part of it and can decline to take the good part in exchange for a bonus to Fortitude saves against progressing in corruption.

With the Useful Corruption variant, the GM still determines when a manifestation is gained, but the player selects which one is gained. He automatically gains the good part and can accept the bad part in order to increase his manifestation level, which increases his power but makes his Fortitude saves against progressing in corruption more difficult.


Shameless bump

Scarab Sages

Dastis wrote:
Shameless bump

Is the question not answered?


If you can find a mage with some 9th level permanent spell, you could get them to cast a Umbral Shadow Grasping version of the permanent spell. Then almost nothing can bypass your darkness! Meaning you have magical light taken care of.


Murdock Mudeater wrote:
Dastis wrote:
Shameless bump
Is the question not answered?

There are some pretty nice answers and I'm definitely using some of it. However I would like to have every chance of living


If you're becoming a vampire, then it's far too late for that.

Most of the common vampire weaknesses have been addressed here. One that hasn't yet is chronic OCD, in the traditional example of being forced to count piles of beans. As this is a mental obsession, blasting it into dust won't help you, and in fact may make it worse. ("Now I'll never know how many beans there were in the pile.")

Try to get your party members, assuming they're cool with you being a mockery of the sanctity of life, to help you cope with this. Then you can spend time on the way to your destination wondering what kinds of people just leave piles of beans everywhere.


And running water. You can't cross running water, iirc.


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VRMH wrote:
And running water. You can't cross running water, iirc.

Couldn't you craft a cursed item that freezes water whenever it touches it? Then you won't have running water!

The Exchange

Take a look into the Blood Of The Night book!

Some very good advices in it!


Ah, Neonate,

We of the Van Helsing Society would like to provide you with our welcome package. Just provide us with your home address and it will be delivered to you before the next sunset.


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VRMH wrote:
And running water. You can't cross running water, iirc.

You have to sneak up on it, so it never gets a chance to run.


Dastis wrote:

My main concerns are

3. Magic item disabling effects like antimagic field, disenchanters, etc

In several levels, you'll have access to Aroden's Spellbane, which can function as an anti-antimagic field. You probably would want to cover base Antimagic Field, Mage's Disjunction, and Greater Dispel Magic. If you've got the extra slots, covering Aroden's Spellbane, Mage's Magnificent/Echean's Excellent Enclosure, and regular Dispel Magic will provide an extra layer of magic item protection, although there are probably more useful spells to be protected against, such as Heal, Mass Heal, Miracle, Sunbeam, etc.

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