D.17 Vampire

A vampire is an undead creature that must drink the blood of living creatures to survive. Unlike most undead creatures, vampires appear to be alive and human, allowing them to act normally in society. Vampires have great power, but also many dangerous weaknesses.

The unusual blend of life and death in a vampire comes from the strange disease of vampirism. This blood-transmitted disease attacks the brain of an infected creature. Such destruction is lethal, and it does cause the death of the original creature’s mind. However, the disease also takes over and replaces most of the brain’s autonomous functions. The creature’s heart keeps pumping, it continues to breathe, and so on, giving the dead creature a convincing imitation of life. Vampires are generally pale thanks to their poor circulation, but not impossibly so. If the disease is somehow cured, the vampire immediately dies.

The half-death inflicted by vampirism can be confusing for a creature’s soul. Although most of the soul passes on to its normal afterlife, fragments remain behind and cling to their original body. These give a newly born vampire a hint of its original personality, but only a hint.

A newly born vampire, called a vampire spawn, does not have a full, independent soul. Its will is completely bound to the vampire that created it, called its sire. The sire’s soul invades and replaces the vacuum left behind when the vampire’s original soul was fractured by death and fled to the afterlife.

Over time, by feeding on blood to strengthen its body, a vampire spawn can connect more deeply to its original soul. If allowed and guided by its sire, it can become strong enough to wrest the rest of its soul back from its afterlife. This unifies the creature’s soul and makes it a new entity fully independent from its sire. A fully ensouled vampire is called a true vampire.

Only true vampires can create new vampire spawn. Since each spawn claims a piece of its sire’s soul to sustain its capacity for thought and action, most vampires can create few spawn at once, or else they risk losing their will. Despite this risk, many true vampires do not permit their spawn to become ensouled. Instead, they may prefer to maintain a small handful of spawn to serve them with no possibility of betrayal. A vampire with a soul powerful enough to command many dependent spawn is called a vampire lord.

Creature Type: Unlike most other playable species, vampires are undead instead of humanoids.

Size: Medium.

Attributes: +1 Strength and Dexterity, -1 Constitution.

Special Abilities:

Vampire Weaknesses ✨: Vampires have a number of specific weaknesses. Many vampire weaknesses trigger on exposure to particular substances or circumstances. These weaknesses trigger immediately upon first contact, and are repeated at the start of each action phase in subsequent rounds as long as the vampire remains exposed.

D.17.1 Vampire Archetype

Rank 1 – Blood Drain

Whenever you injure a creature with blood using your bite natural weapon, you can increase your fatigue level by one. If you do, you regain hit points at the end of the round. The recovery is equal to the hit points the target lost from the strike, ignoring negative hit points and any damage increase from critical hits.

Unless otherwise specified, all living creatures have blood. Some nonliving creatures, such as vampires, also have blood.

Rank 2 – Gentle Fangs

Whenever you deal damage using your bite natural weapon, you can choose not to reduce the target’s hit points below 0, or you can treat the damage as subdual damage. In addition, damage dealt using your bite natural weapon does not wake sleeping creatures unless you inflict a vital wound.

Rank 2 – Reviving Coffin ✨

You can designate a coffin as your home by resting in it for 24 consecutive hours. When you take a long rest in your home coffin, you recover two vital wounds instead of one. In addition, you can cross running water without penalty while in your home coffin.

Rank 3 – Charming Gaze ✨

Charming Gaze

Standard action

Tags: Emotion, Subtle, Sustain (minor), Visual

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Make an attack vs. Mental against all humanoid creatures and undead creatures in a Medium (30 ft.) cone from you. You take a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.

Hit: The target is charmed (friendly with charmer) by you. Any act by you or by creatures that appear to be your allies that threatens or harms the charmed person breaks the effect. Harming the target is not limited to dealing it damage, but also includes causing it significant subjective discomfort. An observant target may interpret overt threats to its allies as a threat to itself.

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The attack’s accuracy increases by +2 for each rank beyond 3.

Rank 4 – Creature of the Night ✨

Creature of the Night

Standard action

Tags: Attune

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You shapeshift into the form of a Tiny bat, a Medium cloud of mist, or your normal humanoid form.

In either non-humanoid form, you are unable to take any standard actions, but you can still take move actions in place of standard actions. Since you have no walk speed in those forms, flying does not make you unsteady (-2 accuracy, Armor, Brawn, Ref). You cannot use this ability while paralyzed (cannot move).

Rank 5 – Reviving Coffin+ ✨

You can designate up to three home coffins, rather than only one. This can allow you to travel with one coffin while keeping others safe for emergencies.

Rank 5 – Unholy Resilience

You gain a +1 bonus to your Armor, Brawn, Reflex, and Mental defenses. However, you take a -2 penalty to your Fortitude defense.

Rank 6 – Dominating Gaze ✨

Dominating Gaze

Standard action

Tags: Emotion, Visual

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Make an attack vs. Mental against all humanoid enemies and undead enemies within a Medium (30 ft.) cone from you.

Hit: If the target is injured or its character rank is at least 2 lower than yours, it is confused (-2 defenses, randomly attack or defend) as a condition.

Critical hit: If the target was already confused from a previous use of this ability, you may attune to this ability. When you do, the target becomes dominated (must obey commands) by you for the duration of that attunement. This attunement only allows you to control one creature, not each target of this spell, and you can only attune to this effect once.

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The attack’s accuracy increases by +2 for each rank beyond 6.

Rank 7 – Blood Drain+ ✨

You can use this ability without increasing your fatigue level. After you do, you briefly cannot do so again.

Rank 7 – Eternal Undeath ✨

Your reviving coffin ability can revive you from any cause of death or severity of vital wound. As long as some part of your corpse, even just a pinch of ash, is placed inside one of your home coffins, you will resurrect after 24 hours. Only the destruction of all of your home coffins or the total annihilation of your corpse can prevent your return.

D.17.2 Base Class Effects

If you choose vampire as your base class, you gain the following benefits.

Level Rank Durability Bonus1

Special

1 1 +0 x1

2 1 +1 x1

3 1 +2 x1

+1 to two attributes

4 2 +2 x2

HP: 2x durability

5 2 +3 x2

6 2 +4 x2

Legacy item: rank 3

7 3 +4 x3

HP: 3x durability

8 3 +5 x3

9 3 +6 x3

+1 to two attributes

10 4 +6 x4

HP: 4x durability

11 4 +7 x4

12 4 +8 x4

Legacy item: rank 5

13 5 +8 x6

HP: 6x durability

14 5 +9 x6

15 5 +10 x6

+1 to two attributes

16 6 +10 x8

HP: 8x durability

17 6 +11 x8

18 6 +12 x8

Legacy item: ranks 7

19 7 +12 x10

HP: 10x durability

20 7 +13 x10

21 7 +14 x10

+1 to two attributes

1. This bonus applies to your accuracy, magical ✨ power, mundane power, trained skills, and defenses.  
Defenses

You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses.

Resources
Weapon Proficiencies

You are proficient with simple weapons and all non-exotic weapons.

Armor Proficiencies

You are proficient with light armor.

Starting Items and Equipment

You can start with the following items and equipment:

Class Skills

You have the following class skills: