Vampires 
by Chris Upchurch

Vampires are represented by a combination of the vampire template and vampire racial levels.  The vampire template represents the basic abilities and vulnerabilities of a vampire and is applied as soon as the vampire rises from the grave (as for how to get to that point, see the Create Spawn ability, below).  The next time the newly risen vampire gains a level (and every time thereafter), they have the opportunity to take a vampire racial level (up to 10 total).

Vampire Template

Type: Change the creature’s type to undead.
No Constitution Score: A vampire has no constitution score.  He is immune to all effects requiring a fortitude save unless it also affects objects or is harmless.  He is also immune to ability damage, ability drain, and energy drain, automatically fails Constitution checks, and can run indefinitely without tiring.  The lack of a constitution score does not retroactively reduce hit points for levels gained before the character became a vampire.
Darkvision (Su): The vampire gains darkvision with a range of 60 feet.  The Darkvision’s range increases by 10 feet with every Vampire racial level.
Vulnerability to Sunlight: Vampires cannot stand sunlight.  While a vampire is exposed to sunlight, it automatically becomes nauseated and takes 1d12 points of damage per character level per round.  Cover or concealment reduces the amount of damage by the amount of cover or concealment (so being exposed to sunlight for a full round through nine-tenths cover, such as an arrow slit, means the vampire only loses one-tenth of the damage rolled).
Blood Token Pool: The vampire acquires a new token pool, representing the blood he has drained from his victims.  Each point of constitution drained by the vampire’s blood drain attack adds one token to the pool.  The blood must be from a creature with the humanoid, monstrous humanoid, or giant types.  The blood must be drained directly and cannot be stored before drinking.

If the vampire does not have a blood drain attack, he can still drain constitution from a helpless (or willing) victim by cutting open an artery and lapping up the blood as it spills out.  This messy and undignified process produces one blood token for every two points of constitution lost.  Draining two points of Con this way requires one minute.  The victim will continue to bleed two points of Con per minute until a heal check (DC 15) is made to staunch the flow of blood.

A vampire can drain blood from, or give blood to, another vampire.  In this case, it does not drain Con, instead it transfers blood tokens directly.

A vampire’s blood token pool can have a maximum number of blood tokens equal to 10 + two times his number of vampire racial levels.  Every day at sunset the vampire must take one token, plus one token per vampire racial level, from the pool to fuel his abilities and continue his undead existence.  If the vampire does not have enough blood tokens to sate his need for blood, he gains one negative level per day.  A negative level gained in this way can be removed by spending 10 blood tokens.  If the vampire accumulates negative levels equal to his hit dice, he falls into a state of suspended animation and no longer accumulates negative levels due to lack of blood.  A vampire in this state can be revived by pouring 10 Con worth of blood into his mouth, removing one negative level.  

Vampire Racial Levels

Hit Die: 1d4+8/level
Skill Groups: The vampire gains access to any two skill groups.  These groups must be chosen when the vampire first takes a racial level and cannot be changed thereafter.  Most vampires choose to continue with the same skills they pursued in life.
Skill Points at 1st Level*: (4 + Intelligence modifier) x 4
Skill Points: 4 + Intelligence Bonus

*Since vampires cannot bear children, 1st level vampires are extremely rare.  They only occur when a child is transformed before they gain their first level.

Feats
Vampires can choose any feat mastery as their primary and secondary masteries.  These masteries must be chosen when the vampire first takes a racial level and cannot be changed thereafter.  As with skill groups, most vampires choose to continue with the same masteries they pursued in life.

                                           Primary Secondary  Other
                                            Feat     Feat     Feat
Level BAB BDB  DR Special                   Mastery  Mastery  Mastery
  1   +1  +1   1  Blood Drain, Fast Healing,   1        -        -
                  Damage Reduction, Ageless    
                  Undead
  2   +2  +2   1  Strength of the Blood        1        -        -
  3   +3  +3  1d2                              2        1        -
  4   +4  +4  1d2 Dexterity of the Blood       2        1        -
  5   +5  +5  1d4                              3        2        1
  6   +6  +5  1d4 Blood Healing                3        2        1
  7   +7  +6  1d6                              4        3        2
  8   +8  +7  1d6 Mesmerizing Glance           4        3        2
  9   +9  +8  1d8                              5        4        3
 10  +10  +9  1d8 Increased Damage Resistance, 5        4        3
                 Blood Regeneration, Create Spawn


Blood Drain (Ex): Using his fangs, a vampire can suck blood from a living victim.  The victim must be willing, helpless, or pinned.  Draining blood is a full round action which inflicting 1d4 points of temporary Constitution damage. Each point of constitution drained provides the vampire with one blood token.
Fast Healing (Ex): A vampire heals damage equal to his number of vampire racial levels each round. If the vampire’s hit points are reduced below zero, his healing rate slows to his racial level per minute rather than per round. A vampire harmed by silver or garlic cannot heal that damage until all of its other damage has been healed, and even then only heals at a rate of 1 point of damage per round (or per minute, if his hit points are below zero).  

Vampires can be killed by mangling their bodies too badly for them to heal or regenerate. A vampire is too badly injured to recover when his negative hit points climb above his original hit point total. A helpless vampire can be dispatched more easily by administering a coup d’grace using a wooden stake (or other suitably sharp wooden implement) killing him instantly.

Damage Reduction (Su): A vampire's undead body is tough, giving the creature damage reduction 1/silver or garlic*.  At 3rd level this increases to 1d2/silver or garlic.  Every odd level thereafter the die size increases one step.
Ageless Undead: A vampire no longer suffers any aging penalties and has no maximum age. Any aging penalties already taken are removed. Age related bonus continue to accumulate normally.  Vampires transformed during middle age or later appear about 30 years old.  Those transformed earlier in life forever appear the age they were when transformed.
Strength of the Blood (Ex): 2nd level or higher vampires receive a +1 bonus to strength for every 5 tokens they have in their blood pool.
Dexterity of the Blood (Ex): Vampires of 4th level or higher receive a +1 bonus to dexterity for every 5 tokens they have in their blood pool.
Blood Healing (Su): As a standard action, a vampire 6th level or higher vampire can spend 2 blood tokens, a vampire can double his fast healing rate for one round.  Spending 4 tokens allows him to triple the healing rate, 6 tokens quadruples the rate, and so on.  However, the vampire cannot spend more tokens on this ability than his vampire racial level.
Mesmerizing Glance (Su): Identical to the Dreaded Sorcerer’s ability (see Mastering Iron Heroes).  Use the vampire’s hit dice in place of the Dreaded Sorcerer’s CR when calculating the save DC.
Increased Damage Resistance (Su): At tenth level, the vampire can spend up to 5 blood tokens per turn to increase his damage resistance.  Each token spent increases his damage resistance by 2 for one turn.
Blood Regeneration (Su): As a full round action, a 10th level vampire can spend 5 blood tokens to regenerate a lost limb.  
Create Spawn (Su): Upon killing a humanoid, monstrous humanoid or giant with his blood drain attack, a 10th level vampire can transform his victim into a new vampire. Attempting to create a spawn costs 10 blood tokens and takes ten minutes. The victim must make a Will save with a DC equal to the 10 + the vampire’s racial level (the victim can choose to fail the save if willing).  The vampire can increase the DC by spending more blood tokens.  Each additional token increases the DC by 1.  If the victim fails the save, they will rise as a vampire 1d3 days later.  A vampire with the ability to create spawn is sometimes called a master vampire.

*A single clove of garlic crushed onto a weapon allows it to bypass damage reduction; each application has a limit of one successful strike, in the manner of poisoned weapons. If a weapon is both silver and coated with garlic, it inflicts 2d6 additional damage in addition to bypassing DR.



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