Twilight Vampire (D20 Modern Class)

Twilight Vampire
This is a Character Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Often seen as the weakest of the Dark Others due to their lack of Magical Prowess, Vampires possess powerful abilities that can rival that of any Combat Magician. Where other characters intrude upon the Twilight, the Vampire is a welcome part of it. He can stay in the Twilight Longer, and go deeper into it, than any other class. You may surprise the other Characters in your party when you sink down to the Seventh Level of the Twilight while they're still struggling with the Fourth.

Making a Gloom Vampire
Vampires are the undisputed masters of the Gloom, and their abilities show this. Some Vampires focus entirely on their mastery of the Gloom, while others are happy with their natural abilities, and devote their training into other pursuits.

Abilities: Constitution, Wisdom, and Charisma are important to the Vampire, as Constitution boosts their hit points and even more resistance to the Gloom. Wisdom allows them to stay in the Gloom longer, and to resist mind affecting spells, and Charisma powers their Spells and Class abilities.

Alignment: Any

Wealth Bonus: +2

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Class Features
All of the following are class features of the Gloom Vampire.

Weapon and Armor Proficiency: The Gloom Vampire is proficient with all Simple Weapons, Light Armor, and One Archaic Weapon.

 (Su): Gloom Vampires have the ability to see into, and enter, the Gloom. See Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the Gloom

Charm: A Vampire may attempt to coerce a target (That he does not have to see or be able to converse with). They make opposed Charisma Checks. If the Vampire succeeds, then they may command the subject for one round. To Charm a person, a Vampire must have total concentration. They may not take any other actions except to coerce the target. In addition, the Vampire gains a +2 bonus to all Charisma based Checks (Except for their Charm Ability). The subject charmed can not be coerced into anything it knows is suicidal, or that will harm it. It can be used at a range of up to 1 mile per two HD the Vampire has.

Drink: Unless a Vampire drinks at least a Pint of Blood every 3 days, they lose their Spell Masteries and Gloom Masteries (Night Creature, Gloom Creature, Gloom Mastery, Greater Gloom Mastery, and Lord of the Night).

Gloom Feat: At levels 2 and 6, a Vampire gains an additional feat. The feat must have the "Gloom" descriptor.

Night Creature: A Vampire treats his Wisdom Bonus as being 2 points higher when determining how many times he can Fail Concentration checks in the Gloom.

Minor Spell Mastery: At 3rd Level, the Vampire learns a 0th Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)

Gloomstrider: At 4th level, the Vampire only uses a move action to move up or down a level in the gloom. He may move up/down two levels using a standard action, or 3 levels using a full round action. For a -10 penalty to his concentration check, he may move up/down four levels with a full round action.

Gloom Creature: The Vampire gains a +2 bonus to Fortitude Saves and Concentration checks in regards to the Gloom.

Lesser Spell Mastery: At 7th Level, the Vampire learns a 1st Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)

Gloomdrinker: The vampire gains fast healing 1 while in the first or second level of the gloom, fast healing 2 in the third or fourth level of the gloom, and fast healing 3 in other levels.

Gloom Mastery: At 9th Level, a Vampire is no longer affected by the effects of the 1st level of the Gloom. This means he does not have to make Concentration Checks to enter or stay in the First Level of the Gloom. The bonus from Gloom Creature increases to +4.

Spell Mastery: At 10th Level, the Vampire learns a 2nd Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)

Human Gloom Vampire Starting Package
Weapons: Longsword

Skill Selection: Pick a number of skills equal to 9 + Int modifier.

Feat: Gloom Resistance

Bonus Feats: Gloom Acclimation

Gear: Day Watch Uniform, Identification Papers, Tactical Vest.