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Vampire
Bruce Baugh
Introduction
OPEN CONTENT
Modern: Monstrous Advanced Classes The Vampire is copyright 2004 Bruce Baugh. All text in this book is designated as open game content. You may not distribute this PDF without permission of the author. d20 Modern is a
trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast
is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.
Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
Modern D20
The Vampire
REQUIREMENTS
CLASS INFORMATION
Hit Die
The Vampire gains 1d12 hit points per
level. The characters Charisma modifier
applies.
Action Points
The Vampire gains a number of action
points equal to 6 + one-half his character
level, rounded down, every time he attains
a new level in this class.
Class Skills
The Vampires class skills are as follows:
Balance, Bluff, Climb, Concentration,
Diplomacy, Disguise, Escape Artist, Hide,
Intimidate, Investigate, Jump, Listen,
Move Silently, Search, Sense Motive,
Speak Language, Spot, Survival.
Level: 3 +
Class Features
The following features pertain to the
Vampire advanced class.
Base Qualities
All Vampires possess the following qualities as soon as they rise from their grave
for the first time.
Undead: The Vampire adds undead to
his type description. He has no
Constitution. Use Charisma instead of
Constitution for skill and other checks, and
Will saves instead of Fortitude saves for
effects the Vampire is vulnerable to.
Blood Drain (Ex): The Vampire can suck
blood from a living victim. He must make a
successful grapple check, and can inflict
1d4 points of temporary Constitution damage each round he maintains the pin.
Darkvision (Ex): The Vampire has darkvision with a range of 60 feet.
Immunities (Su): The Vampire is
immune to disease, poison, paralysis,
necromantic effects, sleep, and stunning
effects. He is not subject to critical hits
(except as described in specific weaknesses), non-lethal damage, ability damage or drain, energy drain, or the effects of
massive damage. No effect requiring a
Fortitude save affects him unless it also
works on objects. Unlike most undead, the
Vampire is susceptible to mind-affecting
effects.
Healing (Su): The Vampire has no natural means of healing. Each round he uses
Blood Drain, he heals 1 hit point per class
level. He cannot be raised from the dead.
Slumber (Su): A Vampire must sleep
from sunrise until sunset. If he rests in a
coffin with dirt from his own grave, he rises
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Modern D20
Weaknesses
The Vampire starts off with seven of the
following weaknesses. He may take one
additional weakness at 1st level to get an
additional basic quality, and one additional
weakness at 5th level to get an additional
intermediate quality.
Aversion: The Vampire is repelled by the
object of his aversion. He must make a DC
25 Will save to come within 20 feet of the
aversion, and even then can only advance
at 5 feet per round. If the object of the
aversion comes closer, on its own or with
someone elses help, he must make
another Will save or must retreat out of
range. The Vampire suffers a -2 penalty on
melee attacks against anyone wearing or
carrying the aversion. If trapped within 20
feet of the object of aversion, the Vampire
must make a Charisma check every round
to avoid taking damage, with a DC of 15
+1 per additional round hes there. When
he fails a check, he begins suffering much
as if he were a mortal drowning: in the
next round he falls unconscious with 0 hit
points, the round after that hes reduced to
-1 hit points, and the round after that, hes
destroyed. He can heal (and use special
escape options like Gaseous Form) only
after the aversion is removed or hes taken
out of its range.
The Vampire can take the aversion weakness more than once, with multiple
objects. Garlic and holy symbols are common aversions for vampires; roses and
other symbols of life, vitality, and purity are
also known in various cultures folklore.
Cannot Cross Running Water: The
Vampire cannot cross running water by his
own strength and powers, though he can
be carried by someone else as long as he
remains inactive. A Vampire immersed in
running water loses one-third of his
remaining hit points per round, and is
destroyed at the end of the third round.
The Vampire may also have the Aversion
weakness with running water, and if so,
the more severe damage associated with
aversion takes precedence.
Counting: The Vampire must stop to
count the individual items in a scattered
handful or heap of some substance, such
as rice. The substance should be something commonly used for food in the area.
The Vampire can take this weakness
again for more intense effect: now he must
stop to count any gathering of small loose
items, including grains of sand, nuts and
bolts, M&Ms, pennies, and so on.
Dependent on Invitation: The Vampire
cannot enter a privately owned residence
unless invited in by the rightful owner or
tenant. This does not apply to businesses,
but does apply to residences that have
been abandoned for less than a year.
Hopping: The Vampire can only move
by hopping on one foot. He moves at regular speed, but suffers a -2 penalty to
checks related to keeping his balance.
Less Than Master: The Vampire is perpetually somewhat weaker than the one
who created him. If his creator is currently
4th through 7th level, he can only develop
basic qualities, however high his own
class level. He can begin developing intermediate qualities when his creator reaches 8th level. He can never develop
advanced qualities, until and unless his
master is destroyed.
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