Vampire (3.5e Racial Paragon Class)

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Vampire (3.5e Racial Paragon Class)[edit]

Vampire Paragon is an alternative compared to taking the vampire template.

Making a Vampire Paragon[edit]

A Vampire paragon gradually gains all their known features through 8 levels (Sound familiar). Some features also start off weaker. By 8th level, however, most features gained match to the template.

Abilities: A Vampire Paragon's Strength or Dexterity score matter most to them. Either one affect their ability to do damage and avoid taking damage. The second most important would be Charisma as it affects the Vampire Paragon's 'Dominate' class feature.

Races: Cannot be constructs, oozes, elementals, plants, or already undead.

Alignment: Any Non-Good.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: As rogue.

Table: The Vampire

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +1 Vampiric Traits, Vampiric Weapons, Blood Drain
2nd +1 +0 +0 +2 Alternate Form, Create Spawn, Energy Drain
3rd +1 +1 +1 +3 Thickening Skin, Energy Resistance
4th +2 +1 +1 +3 Fast Healing, Vampiric Damage Reduction
5th +2 +2 +2 +4 Gaseous Form, Spider Climb
6th +3 +2 +2 +5 Children of the Night, Turn Resistance
7th +3 +2 +2 +6 Magic Weapons
8th +4 +3 +3 +6 Dominate

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Control Shape (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All, taken individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis).

Class Features[edit]

All of the following are class features of the Vampire.

Weapon and Armor Proficiency: The Vampire Paragon has a few natural weapons which they are proficient with, they are not proficient with any armor or shields.

Vampiric Traits: At 1st level, the Vampire Paragon's type changes to Undead, the creature also gains all undead traits with one notable exception for the noted traits: The Vampire Paragon is destroyed at -10 HP instead of 0 HP. The Vampire Paragon also have a few additional notations (Below).

Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action. Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Slaying a Vampire: Reducing a Vampire Paragon’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. However, certain attacks can slay Vampire Paragons. Exposing any Vampire Paragon to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly if it cannot escape in a number of rounds equal to Vampire Paragon Level. Similarly, immersing a Vampire Paragon in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a Vampire Paragon’s heart instantly slays the character. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

Vampiric Weapons (Ex): At first level, a vampire gains the ability to grow/shrink their nails into sharp tallon-like nails capable of being used like weapons. These possess the following qualities: piercing damage, critical 20, x2 critical damage.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

If the vampire already possesses natural claws, damage values stack. The Weapon Finesse Feat can also apply to these claws.

Blood Drain (Ex): A Vampire Paragon at 1st level can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Alternate Form (Su): A Vampire Paragon can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its dominate ability (When gained), but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise (If the race is not terrestrial, this power might allow other forms).

Create Spawn (Su): At 2nd level, a humanoid or monstrous humanoid slain by a Vampire Paragon’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Character Level; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Energy Drain (Su): Living creatures hit by a Vampire Paragon’s attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the Vampire Paragon gains 5 temporary hit points. A Vampire Paragon can use its energy drain ability once per round.

Thickening Skin (Ex): At 3rd level, a Vampire Paragon gains a natural armor class bonus equal to (Vampire Paragon Level - 2), and does improve as levels in Vampire Paragon increase. If another source for natural armor class exists, the values stack.

Energy Resistance (Ex): At 3rd level, a Vampire paragon gains resistance to Cold and Electricity. The resistance is equal to (4 + Vampire Paragon Level) and does improve as levels in Vampire increase. If another source of energy resistance exists for either one of these, use the better value.

Fast Healing (Ex): At 4th level, the Vampire Paragon gains the Fast Healing Quality. The Vampire paragon begins with recovering 1 HP/round. This increases an additional 1 HP/round each level until 8th level (5 HP/round). If another Source of Fast Healing Exists, use the better value.

Vampiric Damage Reduction (Su): At 4th level, the Vampire Paragon gains Damage Reduction to both Silver and Magic. The DR is equal to (5 + Vampire Paragon Level) and does improve as levels in Vampire increase. If another source of damage reduction exists for either one of these, use the better value.

Gaseous Form (Su): As a standard action, a Vampire Paragon at 5th level can assume gaseous form at will as the spell (Caster Level = Vampire Paragon Level), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): A Vampire Paragon at 5th level can climb sheer surfaces as though with a spider climb spell.

Children of the Night (Su): At 6th level, a Vampire Paragon can once per day call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action (If the base creature is not terrestrial, this power might summon other creatures of similar power). These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Turn Resistence (Ex): At 6th level, a Vampire Paragon gains a +2 resistance against Turn/Rebuke Undead attempts made on them. This increases to +3 at 7th level, and again increases at 8th level to +4.

Magic Weapons (Ex): At 7th level, a Vampire Paragon's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save (DC 14 + Charisma Modifier) or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Ex-Vampire Paragons[edit]

If a Vampire is slain, they are gone (as indicated with Vampiric Traits). If they are resurrected from (un)death back to life, all class features cease to function but an Ex-Vampire Paragon can once again gain access to Vampire Paragon by being slain/bitten by another vampire. At which point the energies of undeath wash over the character and the features are reinstated.

Human Vampire Paragon Starting Package[edit]

Weapons: N/A

Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Skill Ranks Ability Armor
Bluff 4 Cha -
Control Shape 4 Wis -
Hide 4 Dex -
Knowledge (Religion) 4 Int -
Move Silently 4 Dex -
Sense Motive 4 Wis -
Spot 4 Wis -

Feat: Sunlight Immunity.

Bonus Feats: Weapon Finesse.

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel.

Gold: 5d4 GP.

Campaign Information[edit]

Playing a Vampire Paragon[edit]

Religion: Vampire Paragons usually go for darker deities, normally those of evil or neutral alignments are worshiped.

Other Classes: Vampires do not get along with most clerics and do not get along with Paladins at all. All other classes it tends to be hit or miss.

Combat: As Monk.

Advancement: Seeing as this class is a relatively short one, other classes include Monk, Barbarian, and similar fighter classes. Vampire/Sorcerer or Vampire/Wizard are not unheard of, but this restricts familiar selections notably. Vampire/Psion, Vampire/Wilder or similar are not unheard of. Another uncommon one is Vampire Paragon/Lycanthrope Paragon multiclass.

Vampire Paragons in the World[edit]

Listen to them: the children of the night. What sweet music they make.
—Dracula, Human Vampire Paragon (Quote is from 'Dracula', a 1992 film)

Vampire Paragons fit where any with the Vampire Template would fit.

Daily Life: Vampire Paragons usually are only seen at night, as sunlight is fatal to them. Vampire Paragons usually seek blood to suck, but not all and not always, Vampire Paragons have been known to travel.

Notables: Dracula.

Organizations: Vampire Clans are known to exist. This typically is one powerful Vampire Lord and his Spawn or weaker Vampires in a heiarchy.

NPC Reactions: NPCs and PCs react to Vampire Paragons as they would Vampires.

Vampire Paragon Lore[edit]

Characters with ranks in Knowledge (Religion) can research Vampire Paragons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
5 "Vampire Paragons are simply Vampires".
10 "Vampire Paragons gradually gain their Vampiric abilities".
15 "Vampire Paragons are actually to a degree inferior when compared to vampires. Yet are able to progress at the same rate as their base species".
20 A particular Vampire Paragon, including last known location and notable deed.

Vampire Paragons in the Game[edit]

Wherever Vampires Exist, Vampire Paragons would exist as well. It is possible to use this class as a sort of 'runt of the litter' angle of a character.

Adaptation: No adaptations viable, it's a paragon class for gradually becoming a vampire.

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