High Vampire of the Twilight (D20 Modern Advanced Class)

High Magician
This is an Advanced 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.

High Vampires of the Gloom are terrifying personifications of the Realm that all Others draw power from. Where Vampires are Masters of the Gloom, High Vampires literally are the Gloom. One of their primary abilities is one that allows them to exist in the Gloom and the Real World at the same time.

Making a High Vampire of the Gloom
Only Vampires can become High Vampires, for obvious reasons.

Abilities: As with any Gloom Spellcasters, Intelligence, Wisdom, and Charisma are your most important stats, followed closely by Constitution and Dexterity.

Alignment: Any

Requirements: Gloom Vampire 10. Knowledge (Gloom) 8 ranks.

Wealth Bonus: +3

Action Points: 8 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Class Features
All of the following are class features of the High Vampire of the Gloom:

Weapon and Armor Proficiency: The High Vampire of the Gloom Gains no Weapon or Armor Proficiencies.

Dominate: This ability works just like (And replaces) the Charm ability, except that the technique takes a Standard Action, rather than a Full-Round Action. In addition, they gain a +2 Bonus to their Dominate Checks, and +4 to all other Charisma Based Skills.

Gloom Feat At levels 2, 4, and 8, the High Vampire gains an additional Gloom feat.

Twin Presence (Lesser, Normal, and Greater): The High Vampire may use physical attacks against his enemies, even if they are on different levels of the gloom. At level two, he may attack someone who is one level above or below him in the gloom (Or while he is in the human world and they are in the first level or vice versa) at no penalty. This extends to whatever spells he may have from virtue of his spell mastery ability. At level 5, this increases to two levels, and at level 9, to three levels.

Improved Spell Mastery: The Vampire gains access to a 3rd Level Dark spell that he may use 3/day.

Bat Form: The Vampire may turn into a normal bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of a normal Bat's. He does not use Echolocation, choosing to look directly through the Gloom.

Advanced Spell Mastery: The Vampire gains access to a 4th Level Dark Spell that he may use 3/day

Bat Form: The Vampire may turn into a Dire Bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of a Dire Bat's. He does not use Echolocation, choosing to look directly through the Gloom. In addition, his bite attack deals 1d4 points of Constitution Damage.

Greater Spell Mastery: The Vampire gains access to a 5th Level Dark Spell that he may use 3/day

Lord of the Night: The Vampire becomes a paragon of Undeath. He gains +4 Constitution. Also, when in the Gloom, he gains fast healing equal to the level of the gloom he is currently in.