Vampire Lord (3.5e Class)

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Vampire Lord allows you to play as a vampire from first level.

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Vampire Lord

<-general description->.

Making a Vampire Lord

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Physical stats are important, but high charisma and wisdom can help.

Races: Only humanoids and monstrous humanoids can become a Vampire Lord.

Alignment: Any Evil

Starting Gold: 4d10×10 gp

Starting Age: As rogue. Even a ten year old human can become a Vampire Lord.

Table: The Vampire Lord

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Resistances, Spider Climb, Bonus Feats, Blood Drain, Energy Drain, Vampirism, Slam
2nd +2 +0 +3 +3  ? Attribute Boost, Bonus Feats, Vampiric Skills
3rd +3 +1 +3 +3  ? Attribute Boost, Coffin Sanctuary, Gaseous Form, Resistances, Dominate
4th +4 +1 +4 +4  ? Attribute Boost, Alternate Form, Vampire's Hide, Vampire Skills?
5th +5 +1 +4 +4  ?UNIQ6fed67c940fc4507-item-25--QINU?
6th +6/+1 +2 +5 +5  ?UNIQ6fed67c940fc4507-item-26--QINU?
7th +7/+2 +2 +5 +5  ?UNIQ6fed67c940fc4507-item-27--QINU?
8th +8/+3 +2 +6 +6  ?UNIQ6fed67c940fc4507-item-28--QINU?
9th +9/+4 +3 +6 +6  ?UNIQ6fed67c940fc4507-item-29--QINU?
10th +10/+5 +3 +7 +7  ?UNIQ6fed67c940fc4507-item-30--QINU?
11th +11/+6/+1 +3 +7 +7  ?UNIQ6fed67c940fc4507-item-31--QINU?
12th +12/+7/+2 +4 +8 +8  ?UNIQ6fed67c940fc4507-item-32--QINU?
13th +13/+8/+3 +4 +8 +8  ?UNIQ6fed67c940fc4507-item-33--QINU?
14th +14/+9/+4 +4 +9 +9  ?UNIQ6fed67c940fc4507-item-34--QINU?
15th +15/+10/+5 +5 +9 +9  ?UNIQ6fed67c940fc4507-item-35--QINU?
16th +16/+11/+6/+1 +5 +10 +10  ?UNIQ6fed67c940fc4507-item-36--QINU?
17th +17/+12/+7/+2 +5 +10 +10  ?UNIQ6fed67c940fc4507-item-37--QINU?
18th +18/+13/+8/+3 +6 +11 +11  ?UNIQ6fed67c940fc4507-item-38--QINU?
19th +19/+14/+9/+4 +6 +11 +11  ?UNIQ6fed67c940fc4507-item-39--QINU?
20th +20/+15/+10/+5 +6 +12 +12  ?UNIQ6fed67c940fc4507-item-40--QINU?

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise? (), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).


Class Features

All of the following are class features of the Vampire Lord.

Weapon and Armor Proficiency: A Vampire Lord is proficient with all weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Blood Drain (Ex): A Vampire Lord can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.

Resistance (Ex): At 1st level, Vampire Lord gains cold resistance 5 and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10.

Spider Climb (Ex): A Vampire Lord can climb sheer surfaces as though with a spider climb spell.

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

Energy Drain (Su): Living creatures hit by Vampire Lord's slam attack suffer 1 negative level. At eighth level and every fourth level after that negative levels bestowed increase by one.

Gaseous Form (Su):' As a standard action, Vampire Lord can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Bonus Feats: At level one Vampire Lord gains Alertness and Dodge even he if doesn't meet the prerequisites. At level two Vampire Lord gains Improved Initiative, Lightning Reflexes even if he doesn't meet the prerequisites.

Coffin Sanctuary (Ex): If reduced to 0 hit points or lower, a Vampire Lord automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.

Vampirism: Your character becomes undead and gains vampire template. Since this class aims to make vampires playable your character doesn't gain any of its bonuses but, gains all of the weaknesses being a vampire gives.

Dominate (Su): Vampire Lord can crush an opponent's will just by looking onto his other eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under Vampire Lord's influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.

Slam: Vampire Lord retains all the attacks of the base creature and also gains a slam attack if it didn't already have one.

Vampiric Skills: At 2nd level, a Vampire Lord gains a +2 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This bonus increases to +4 at 4th level, to +6 at 6th level, and to +8 at 8th level.

Attribute Boost: At second level Vampire Lord gains +2 bonus to strength. At third level Vampire Lord gains +2 bonus to charisma and +2 bonus to dexterity. At fourth level Vampire Lord gains +2 bonus to strength.

Alternate Form (Su): Vampire Lord can assume the shape of a bat, dire bar, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that Vampire Lord can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.

Vampire's Hide: Vampire Lord gains natural armor +2 at fourth level.

Ex-Vampire Lord

If a Vampire Lord somehow manages to break free from the curse of vampirism, he exchanges all of his Vampire Lord levels with another class.

Epic Vampire Lord

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

?UNIQ6fed67c940fc4507-item-42--QINU? ?UNIQ6fed67c940fc4507-item-43--QINU? ?UNIQ6fed67c940fc4507-item-44--QINU? ?UNIQ6fed67c940fc4507-item-45--QINU? ?UNIQ6fed67c940fc4507-item-46--QINU?


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorMontwind +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise? +, Balance +, Bluff +, Climb +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Tumble +, Use Magic Device + and Use Rope +
Skill Points8 +
SummaryVampire Lord allows you to play as a vampire from first level. +
TitleVampire Lord +
Will Save ProgressionGood +