User:FiddleSticks96/Libris Vampiricus (3.5e Sourcebook)/Chapter 5

=Prestige Classes=

Lifedrinker
The Lifedrinker Prestige Class presented in the Book of Vile Darkness was a welcome addition to vampirism; however, for the purposes of this overhaul, a few changes must be made. The class itself seems incomplete, and clearly meant for spellcasting vampires. Mistah J from enworld posted an alternative form of the class that makes it useful to vampires of any class. I feel that it was a much needed change to the class, and kudos to Mistah J for taking the initiative (though he’ll probably never seen this unless I tell him about it). Anyway, I will be listing this alternative for the class in this section, but I have adjusted it to fit this overhaul.

For some vampires, the need for the blood of the living goes beyond mere sustenance and the use of normal vampiric powers. For these special few, blood becomes an incredible source of power that can be used to further increase their already awesome abilities. These vampires are the Lifedrinkers, and they are an even more fearsome breed than those that already stalk the night.

Lifedrinkers are vampires who have unlocked a deeper level of power of the blood they drink, focusing it within themselves to later draw upon when needed. This increase in power often lets a Lifedrinker move within vampire society as a leader, or at least carries an amount of respect or fear from their lesser kin. More so than regular vampires, Lifedrinkers like to have a large host of charmed or imprisoned living creatures in order to ensure a large supply of blood. Often, a Lifedrinker refers to its retinue as its “cattle.” Lifedrinkers are more prolific than other vampires due to their increased psychological need to drink blood, and so tend to attract more attention than other vampires. Many a Master Vampire would love to have a Lifedrinker as their own personal assassin or beater, although they must be careful that the Lifedrinker is properly and frequently fed.

Lifedrinkers typically come from martial oriented classes. Barbarians make excellent Lifedrinkers, as do Fighters. Rouge Lifedrinkers are just as common as Barbarian or Fighter Lifedrinkers. The stealth a Rouge already enjoys, combined with the stealth and powers of a vampire, makes stalking prey all the easier, and the hunt that much more satisfying. Some Monks find that the path of the Lifedrinker complements their abilities well. Spellcasters such as Wizards and Clerics typically do not take levels in the Liferdrinker prestige class. It slows down their spellcasting advancement and is more suitable to those who spend most of their time in melee combat, although some Fighter/Clerics and Barbarian/Sorcerers have found the path of the Lifedrinker tempting. Some Bards might like the respect, fear, and most importantly, attention that Lifedrinkers tend to attract.

Lifedrinkers are most often encountered as the personal guard of an older, more powerful undead master or as a lone hunter. They do not appreciate other Lifedrinkers. Competition from other vampires is bad enough, but two Lifedrinkers in the same area can quickly drain the community dry. Because of this, Lifedrinkers tend to steer clear of each other, or fight to the death when this cannot be accomplished.


 * Note: Purebloods cannot take levels in the Life Drinker Prestige Class. Purebloods automatically start with all the class features of the Life Drinker Prestige Class, including the bonus to their Vitae Score, as though they had taken all 10 levels of the class. They do not, however, gain the bonuses to their Base Attack or Saving throws offered by the class.

The Lifedrinker’s class skills (and the key ability for each skill) are Craft (any) (Int), Intimidate (Cha), and Profession (any) (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the Lifedrinker prestige class.

Weapon and Armour Proficiency: A Lifedrinker is proficient with no weapons, armor, or shields.

Addiction (Ex): While it is redundant to say that a Lifedrinker, being a vampire, is addicted to blood, a Lifedrinker’s addiction to blood is even stronger than regular vampires. A Lifedrinker suffers an -2 penalty to all Frenzy checks vs Hunger. This stacks with other penalties. If a Lifedrinker reaches 0 Vitae Points, it immediately suffers 2d4 Wisdom damage (no save) in addition to making the normal Frenzy Check vs Hunger.

Vitae (Ex): A Lifedrinker stores the life energy that it steals in a reservoir within itself. This reservoir stacks with the vampire’s Vitae Score. The Lifedrinker draws the power needed to use its abilities from its Vitae Score. The vampire’s Vitae Score increases by 3 points per Lifedrinker level.

Invigorate (Ex): A Lifedrinker can spend 1 Vitae point to gain 1d6 temporary hitpoints as a standard action. These hitpoints last 24 hours, and while they do not stack with those granted by other sources of temporary hitpoints, they do stack with more hitpoints gained from the Invigorate ability, so a Lifedrinker may spend multiple Vitae Points to gain more temporary hitpoints. These temporary hitpoints also stack with those gained from the Vampiric Stamina Vitae feat. Only a number of Vitae Points equal to a Lifedrinker’s class level can be spent in this manner in a given 24 hour period.

Improved Necrotic Reserve (Ex): The power of a Lifedrinker’s Vitae and Necrotic Reserve merge, making it difficult to truly destroy. From now on, whenever the Lifedrinker is acting under the strength of its Necrotic Reserve, strenuous activity or damage taken simply reduces the Lifedrinker’s Vitae Points by 3 for each round of such activity (if it cannot pay the Vitae cost, this effect does not function). If a Lifedrinker’s Vitae reaches 0 before its hitpoints can be restored, its Necrotic Reserve is expended and it suffers the normal effects for being at 0 hitpoints the next round.

If the vampire has the Rejuvenation ability, it may expend its Necrotic Reserve to double the duration it may last in its Rejuvenation form before reaching its Grave or raising its hitpoints above 0.

If the vampire is exposed to natural sunlight (or true sunlight spells such as Sunburst), it loses 6 Vitae, instead of the normal effects, for each round of such exposure (if it cannot pay the Vitae cost, this effect does not function). This ability extends the number of rounds the Lifedrinker can survive being exposed to sunlight (see Sun Damage under Vampire Rules), although the Lifedrinker will be extremely uncomfortable and must quickly seek shelter before their Vitae is consumed and they begin to suffer the normal effects. This protection ceases to function if the Lifedrinker expends its Necrotic Reserve.

Because of the link to the Vitae, a Lifedrinker can no longer gain the Necrotic Reserve by way of bestowing negative levels, only by damaging a living creatures Constitution score with its Blood Drain attack will suffice (Libris Mortis pg 28 for more details on the Necrotic Reserve feat).

Blood Scent (Ex): As a Lifedrinker’s lust for blood grows, so too does its ability to detect it. At 3rd level a life drinker gains a modified scent ability. It can detect sources of blood, such as living creatures (but not including plants, oozes and other creatures that do not have blood) at double the normal radius (this stacks with a vampire’s increased radius to detect blood) with the scent ability. Example: a Category C Vampire with the Blood Scent ability can detect blood at 4 times the normal range for scent because they naturally can detect blood at twice the normal range, so the range is multiplied by 2 x 2, which equals 4). For sources of exposed blood, such as injured creatures or blood stained objects, this range triples, rather than doubles, (Category C Vampires pick it up at 6 times range, 2 x 3) and for copious amounts of blood (such as a creature suffering the effects of a wounding weapon or other bleeding effect) it quadruples, rather than doubles (Category C Vampires pick it up at 8 times range, 2 x 4). The Lifedrinker’s sense of smell is so acute, that it can pinpoint the location of a blood source when within 20ft (40ft if the vampire has the Uncanny Scent feat).

Gift of Vitae (Su): A Lifedrinker learns to invest Vitae Points into its abilities, thereby enhancing their power. At 4th level, a Lifedrinker may spend 3 Vitae Points to either Empower one of its special abilities or increase any related DC by 3. This takes no time for the Lifedrinker and is considered to be part of the action required to use the enhanced ability. For example, a Lifedrinker could spend 3 Vitae Points to Empower its Blood Drain attack, thus increasing the Constitution damage done by x1.5. Similarly, the Lifedrinker could use those Vitae Points to increase the Will save DC to resist its Domination ability by 3. Other abilities a Lifedrinker might have, by virtue of its class or race before it became a vampire, can be enhanced in this manner. At 8th level, a Lifedrinker may spend 6 Vitae Points in a like manner in order to Maximize a special ability or increase its DC by 6. An 8th level Lifedrinker can use the lesser version of this ability if it chooses to. If an ability has both a variable numeric effect and a DC (such as a spell), both effects may be enhanced, but the Lifedrinker must pay for both effects.

Improved Invigorate (Ex): A Lifedrinker of 5th level can spend 1 Vitae Point to heal itself of 1d12 points of any kind of damage (or 1d6 points of anti-vampire damage) as a standard action. Multiple Vitae Points can be spent at one time to gain more healing. While there is no limit to how many Vitae Points a Lifedrinker may spend on this ability, it cannot restore lost temporary hitpoints.

Greater Blood Drain (Ex): A Lifedrinker that reaches 6th level deals Constitution damage with its Blood Drain attack as though it were one Size Type larger than normal. For example, a Medium Sized 6th level Lifedrinker would deal damage as though it were Large Sized (or 1d6 Constitution damage), instead of 1d4, with its Blood Drain attack. If the Lifedrinker is already Colossal Sized, it deals an additional 1d6 points of Constitution damage.

Potent Blood (Su): Starting at 7th level, as long as the Lifedrinker has more than half its maximum amount of Vitae Points, its natural armor bonus and turn resistance increase by +4 (if it does not have a natural armor bonus, it gains a natural armor bonus of +4) and its damage reduction it receives for being a vampire increases by +5/+1.

Greater Invigorate (Ex): When a 9th level Lifedrinker uses its invigorate ability (but not improved invigorate), it gains a +1 enchantment bonus to either its Strength or Dexterity for each Vitae point spent. If multiple Vitae Points are spent at the same time, the bonus is correspondingly larger and may be divided between the two abilities as desired. For example, a Lifedrinker that spends 10 Vitae Points gains 10d6 temporary hitpoints and a +10 enchantment bonus that is split between its Strength and Dexterity (+10 to one and +0 to the other, or +5 to each, or some other combination). But if the Lifedrinker spends 5 Vitae Points in one round and 5 more in the next, it has 10d6 temporary hitpoints but only a +5 enchantment bonus between its Strength and Dexterity. The enchantment bonus lasts for 24 hours.

Blood Revel (Su): At 10th level, a Lifedrinker can choose to enter a state called a Blood Revel as a free action at the beginning of its turn. Entering a blood revel costs 3 Vitae Points and another 1 point of Vitae must be spent each round in order to maintain it. The Lifedrinker does not spend 1 Vitae to maintain it the round it activated. In this state, a Lifedrinker gains a +6 profane bonus to Str and Dex, its regenerative ability is increased by 10 points, and it gains the benefits of being under the effect of a Haste spell. In addition, if the Lifedrinker’s Potent Blood ability was active at the time the blood revel starts, it remains active for the duration of the blood revel, even if the Lifedrinker no longer has enough Vitae Points. A blood revel ends when the Lifedrinker chooses or is forced to because it can no longer maintain the Vitae point cost.

If the Lifedrinker has the Unholy Fury Vitae Feat, it may activate them both simultaneously by expending 4 Vitae, instead of 3. This state is called Unholy Revel. A Lifedrinker in an Unholy Revel is extremely furious and extremely dangerous. It has gone totally berserk and the only thing that could worsen the danger is if the Lifedrinker went into a frenzy, which it might go into anyway once the Unholy Revel ends. In an Unholy Revel, the bonuses for Blood Revel and Unholy Fury stack, it gains an additional +2 profane bonus to its Str and Dex, deals an additional 1d6 unholy damage, is protected by a Protection from Good spell (caster level equal to its HD), may make a Smite Good attempt once each round, and all abilities it has that cost Vitae cost 1 less point of Vitae to use. This decreased Vitae cost does not apply to Unholy Revel, but stacks with the Efficient, Ascended, and Perfect Vitae Vitae Feats, and while in an Unholy Revel, the cost in Vitae for using an ability can be reduced to 0 if the reduction in cost would bring it to 0 or less. The Lifedrinker must expend 2 Vitae each round to maintain an Unholy Revel (except for the round it activated it), as opposed to 1 Vitae each round for a normal Blood Revel. Unholy Revel ends when the Lifedrinker chooses to do so (as a free action), or when it can no longer pay the Vitae cost. Once an Unholy Revel ends, the Lifedrinker’s current Vitae is immediately reduced to 0. Use of an Unholy Revel counts towards the once per day limit of an Unholy Fury. Finally, the penalty to Frenzy checks caused by using Unholy Fury increases to -6 and last for 24hrs (72hrs if Pure Vitae was used to activate the Unholy Revel).

While in a blood revel or an unholy revel, a Lifedrinker cannot use any Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast any spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A Lifedrinker can use any feat it has except Combat Expertise, item creation feats, and metamagic feats.

Master Vampire
This is the Master Vampire prestige class taken from Libris Mortis. I have made it slightly more powerful. This makes the class useful for all classes, rather than having a bias towards spellcasting classes like all the official vampire prestige classes. It also makes Master Vampires slightly more formidable than they used to be. Would-be vampire hunters beware the Master Vampire!

Any vampire with the right feat (Create Spawn) can control others of its kind, but it takes a very special vampire to rule over an entire brood of vampires. The master vampire uses its force of personality to control more spawn than any normal vampire could hope to rule. As the name suggests, the master vampire must be a vampire, but the class of the master vampire can vary greatly. Master vampires are most common among charismatic character classes, including sorcerer, blackguard, rouge, and bard, but any vampire that meets the prerequisites can benefit from this class. The high saving throws are useful for all classes, spellcasters/manifesters are not completely deprived of progress, and the high base attack bonus prevents the martial classes from falling behind. An NPC master vampire invariably rules a gang, brood, or even a clan of vampire spawn and vampires, who might control vampire spawn of their own. It uses these minions as soldiers, guardians, or gatherers, depending on its goals.


 * Note: Purebloods cannot take levels in the Master Vampire Prestige Classes. Purebloods automatically start with all the class features of the Master Vampire Prestige Class as though they had taken all 3 levels of the class. They do not, however, gain the bonuses to their Base Attack or Saving throws offered by the class, nor do they gain the bonus to the level of existing spellcasting.

The Master Vampire’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Cha), Diplomacy (Cha), and Intimidate (Cha). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the Master Vampire prestige class.

Weapon and Armor Proficiency: Master Vampires gain no weapon or armor proficiencies.

Spells Per Day/Spells Known/Power Points/Powers Known: At levels 1 and 3, a master vampire gains new spells per day (and spells known, if applicable) as if it had also gained a level in a spellcasting class to which it belonged before adding the prestige class level or additional power points and powers known as if it had also gained a level in a manifesting class to which it belonged before adding the prestige class level, but not both. It does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic/metapsionic or item creation feats, and so on). If the creature had more than one spellcasting/manifesting class before becoming a master vampire, it must decide to which class to add each level for the purpose of determining spells per day and spells known or power points and powers known.

Even More Spawn (Ex): A master vampire adds its Charisma Modifier to the formula used to determine how many spawn it can enslave with its Create Beast Spawn and Create Spawn Vitae Feats. The normal formula to determine maximum spawn is 2 x (HD + AV + GV). The formula used to determine the maximum spawn of a Master Vampire is 2 x (HD + Charisma Modifier + AV +GV). This stacks with the More Spawn Vitae Feat. Example: An Aged 10th Generation Master Vampire with 10HD, Charisma 18, and one gain of the More Spawn Vitae Feat would look like this: 3 x (10 HD + 4 Charisma Modifier + 3 AV + 1 GV).

Turn Resistance (Ex): A master vampire's turn resistance is increased by 1 for each vampire and vampire spawn under the control of its Create Spawn ability within 60ft of itself.

Enhanced Spawn (Su): Any vampire or vampire spawn created by a master vampire of 2nd level or higher gains a +2 enchantment bonus to its Strength and Dexterity scores. If the master vampire is destroyed or releases the vampire or spawn from service, the vampire or spawn loses this bonus. This bonus stacks with a Pureblood’s Enhanced Childer ability.

Master’s Chosen (Su):At 3rd level, a master vampire can designate a single vampire or vampire spawn that it created with its create spawn ability as its chosen. Doing this requires a 1-hour ritual during which the chosen must consume a small portion of the master's flesh. The chosen gains a +6 enchantment bonus to its Strength and Dexterity scores. The master can remove this designation as a free action at will. If the master vampire is destroyed or releases the chosen from service, the chosen loses this bonus. This bonus overlaps, does not stack with, Enhanced Spawn. If you are a Pureblood, this ability does nothing.

Plaguebearer
A Plaguebearer is a vampire that not only doesn’t care if it feeds on diseased prey, but actually exults in the diseases it may carry. These vampires take a special interest in diseases, feeling empowered by their own immunity to disease and the suffering they can spread by infecting others. By adapting its body into a disease ridden rot house, a vampire may become a Plaguebearer. These vampires can often be found stalking the warrens and sewers, surfacing only to feed and spread their disease. Weaker Plaguebearers might stick to feeding only on beggars and vagrants, while older more powerful Plaguebeaers might aspire to spreading disease across an entire city. Though rare, Plaguebearers will form small groups for protection and to better spread disease. Such groups can only be led by a Plaguebearer with sufficient power or charisma to keep the rest in line.

Vampires with levels in Plaguebearer knowingly and purposely spread disease and suffering to other living creatures, and so all Plaguebearers are necessarily evil.

Though they are not actually affected by diseases, the constant housing and acquiring of new diseases has taken its toll. Plaguebearer’s suffer cosmetic effects of the diseases they carry, such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, etc...


 * Note: Purebloods cannot take levels in the Plaguebearer Prestige Class. A Pureblood’s immune system completely destroys any invading force, so it cannot bear disease in its body. Gelgoran vampires cannot take levels in the Plaguebearer Prestige Class. This is because they are ethereal creatures that have no corporeal form with which to house disease.

The Plaguebearer’s class skills (and the key ability for each skill) are Balance (Dex), Disguise (Cha), Intimidate (Cha), Jump (Str), Open Lock (Dex), Survival (Wis), and Tumble (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the Plaguebearer prestige class.

Weapon and Armor Proficiency: Plaguebearers are proficient with all simple weapons, but not shields.

Infectious Bite (Ex): Any living creature struck by a Plageubearer’s Bite or Blood Drain attack is infected by 1d4 of the diseases in the Plaguebearer’s body. The creature is still allowed a saving throw, but each disease is resolved individually.

Plaguebearer (Ex): A Plageubearer’s body becomes a more suitable host for infectious diseases than regular vampires. These diseases can be spread by the vampire’s Bite and Blood Drain attacks. A Plaguebearer does not naturally generate these diseases; it must seek out infected creatures and feed from them to acquire their disease. A Plaguebearer must carry at least one infectious disease inside its body at all times. If it is ever cured of all its diseases, it immediately loses all class features from the Plaguebearer class. It may regain them by acquiring at least one infectious disease. Spells and effects that cure diseases, such as Remove Disease, are the bane of Plaguebearers; however, a Plaguebearer gets a Will save to resist such effects even if the effect does not normally have a saving throw. A Plaguebearer gains a bonus to saving throws made to resist effects the cure diseases equal to 1 + its class level. A Plaguebearer cannot choose to fail a saving throw made to resist such effects.

Virulent (Ex): The DC to resist diseases spread by a Plaguebearer increases by 1 + the Plageubearer’s class level.

Putrid Blow (Ex): A 2nd level Plaguebearer may take a standard action to toss a fist sized ball of putrid noxious rot. This is a ranged touch attack with a range of 30ft. A successful strike deals 3d6 damage and infects the target with one disease carried by the Plaguebearer. The Plageubearer chooses which disease to deliver. A Plageubearer may choose to expend 1 Vitae when they use this ability to increase the damage by 1d6 and deliver two diseases instead of 1. Both living and undead creatures are affected by this attack, although undead, with the exception of non-pureblood vampires, are immune to the disease effect.

Aura of Putrescence (Ex): A 3rd level Plaguebearer may exude a sickening aura of toxic gas in a 30ft radius as a free action. Use of this ability costs 1 Vitae and it lasts for 1 minute per use. Living creatures in this aura must make a Fortitude save (DC 14 + AV + the Plaguebearer’s Charisma Modifier) or be Nauseated for as long as they remain within this aura and for 2d4 rounds afterwards; they also suffer a -4 penalty to all Fortitude saves for the same duration. Creatures that succeed their saving throw are still Sickened for 1 minute, although they are immune to the nausea effect for 1 minute. Creatures (both living and undead) within this aura suffer an additional 1d6 damage from the Putrid Blow of that particular Plaguebearer.

While this ability is active, the Plaguebearer may choose to expend 1 Vitae to cause the aura to become particularly foul. If the Plaguebearer does this, all living creatures must make a Fortitude save (DC same as the aura) or suffer 1d6 Strength Damage. Creatures that fail this save must make a new Fortitude save against the nausea effect if they previously resisted it.

Vampire Thrall
This Prestige Class may only be taken by living Humanoids or Monstrous Humanoids that have willingly entered service to a vampire.

Thralls are the willing mortal subjects of a vampire. They are the retainers and trusted subjects of their vampire master, and sometimes also their friend or lover. They are the eyes and the ears of a vampire, traveling to places their master cannot go, and operating while their masters are asleep. NPCs that have levels in the Expert class who serve a vampire often take levels in the Vampire Thrall class. These NPCs are often the vampire’s butlers, maids, smith, or other household servants, but they are not limited to only those.

Vampires of the 16th Generation do not have Vitae strong enough to sustain Thralls.

The Vampire Thrall’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (any) (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (nobility and royalty) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Cha), and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the Lifedrinker prestige class.

Weapon and Armor Proficiency: A Vampire Thrall is not proficient with any type of weapon or armor.

Darkvision (Ex): A Vampire Thrall gains Darkvision out to 15ft. This improves to 30ft at 3rd level.

Resilience (Su): A Vampire Thrall gains a profane bonus on all Fortitude saves equal to half its master’s (AV + GV), to a minimum of 1. If its master is a Pureblood, this bonus increases by 2.

Fast Healing (Ex): A Vampire Thrall heals a number of hitpoints per hour equal to its master’s AV + its master’s GV, to a minimum of 1. If its master is a Pureblood, it heals 1 hitpoint per round instead.

Telepathic Link (Su): A Vampire Thrall can communicate telepathically with its master, and vice versa, to a distance of up to one mile per AV + GV of their master (minimum of 1) (if their master is a Neonate Category C Vampire, this ability does not function). This distance increases by 2 miles if the master is a Category B Vampire, and by 5 miles if the master is a Pureblood. The thrall's master may choose to establish or sever this link as a free action, but the thrall does not have this option. While this link is in effect, the thrall is immune to the all Mind Affecting effects by other vampires of an equal or lower AV than the master. The thrall is equally immune to such attempts by vampires of a lower Category than their master regardless of the Age Category.

Touch of Vitae (Su): A Vampire Thrall gains 1 Vitae Feat that their master knows. The Thrall may also buy any Vitae Feat that their master knows in place of a regular feat. If the thrall later becomes a vampire, they keep all Vitae Feats they still meet the requirements for. If the Thrall’s master is a Pureblood, they gain 3 bonus Vitae Feats. The Thrall may only gain Vitae Feats that do not have an Age requirement (they may only select Vitae Feats that a Neonate Vampire can select). The Thrall cannot select a Vitae Feat that improves an ability that their master gained by virtue of their vampirism (example: a Vampire Thrall in service to a Yekef Vampire cannot select the Improved Necromantic Strike Vitae Feat). The thrall may use these feats once per day, additional uses deal 1 point of Constitution Damage to the Thrall. If the Vitae Feat has a dynamic cost, such as Vampiric Healing, the Thrall may only use it as if it expended 1 Vitae Point. Vitae Feats that are always active are also always active for the Thrall, and thus they do not have a cost. The Thrall is treated as having the same Generation as its master for the purposes of determining the strength of the Vitae Feats.

Enhancement (Su): At 2nd level, a Vampire Thrall gains a small measure of their master’s supernatural power. The Thrall selects one ability score; that ability score forever gains a +2 inherent bonus (+4 if their master is a Pureblood). At 4th level the thrall may select another ability score to gain this bonus. The thrall may select the ability score they enhanced at 2nd level. If they do, the bonus increases to +4. If the thrall’s master is a Pureblood, they cannot choose the same ability score twice, since an inherent bonus cannot exceed +5.

Eyes of the Master (Su): At 3rd level, a Vampire Thrall becomes an extra pair of eyes for its master. The Master may choose to see through the eyes and ears of its Thrall (but not its other senses), so long as the telepathic link is maintained. The master may switch between its own senses and the Thrall’s senses as a free action. The Thrall is not aware when its master does this, unless the master tells them so.

Sacrifice (Su): As a standard action, the Vampire Thrall's master may choose to deal negative levels to the Thrall up to a total of one negative level per HD of the Thrall - 1. There is no saving throw to resist this effect and they cannot be overcome in any way. These negative levels remain until sunrise or sunset (whichever comes first), and then disappear with no chance of causing permanent level lose. For each negative level the master deals to the Thrall, the master heals 1d10 hitpoints, gaining any extra points as temporary hitpoints. Any temporary hitpoints gained remain for 1hr. The thrall must be connected to their master via their telepathic link for their master to do this.

Ex-Vampire Thralls: A Vampire Thrall who ceases to willingly serve their vampire master loses all special abilities gained by this class. The Thrall may seek a new master, or reestablish their servitude with their previous master. In either case, they must willingly serve the vampire for at least 1 year and the vampire must feed the Thrall at least 1 point of its Vitae for the Thrall to regain any of its lost powers. The Thrall regains the ability to use Vitae Feats, but must reselect these feats from the list of Vitae Feats their new master knows. If their new master does not know enough Vitae Feats that the Thrall qualifies for, the Thrall forever loses the excess feats.

If a Thrall ever becomes a vampire, they lose all the class features of this class; however, they still keep any Vitae Feats they gained through the Touch of Vitae class feature.