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The

Vampire
Bruce Baugh

Introduction

The Monstrous Advanced Class series


takes supernatural entities presented as
templates in D20 Modern and transforms
them into advanced classes. The idea
here is that monsters dont manifest their
powers all at once. They have to grow
into them over time, and this development
competes for the monsters time and
attention with any other important interests the individual had before becoming a
monster. This approach allows for easy
distinctions between neophyte or juvenile
monsters and the aged masters of their
kind, and also for the development of
high-level monsters unlike each other in
detail despite overall similarities. It also
provides some fresh complications for
player characters whove been sucked
into the monsters coils to develop in ways
that may surprise friend and foe alike.

These advanced classes replace the


standard templates in a campaign. Using
both is an invitation to trouble. Many of
the characters created using the
advanced-class version of a monster will
be weaker than those built on the template. Theyll also be more diverse, offering surprises to characters (and players)
a little too confident theyve got it all figured out.

OPEN CONTENT

The entirety of this document is declared


as 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

Monstrous Advanced Classes The Vampire

The Vampire
REQUIREMENTS

To qualify to become a Vampire, a character must fulfill the following criteria.


The character must be killed by an existing
Vampire with the intermediate quality of
Soulsucking, described below. The character rises from his grave on the third night
after dying.
The force of will required for rising costs
the character 1 action point permanently,
never to be regained. Upon rising, the
Vampire immediately develops allegiances to the general cause of evil and
the specific service of the vampire who
created him. He retains his existing allegiances, but they will inevitably conflict
from time to time with his new ones. The
allegiance to his creator goes away if the
creator is destroyed.

CLASS INFORMATION

The following information pertains to the


Vampire advanced class.

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.

Skill Points at Each


Intelligence modifier

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

Monstrous Advanced Classes The Vampire

at sunset feeling rested and alert. In any


other coffin, he loses 1 hp per level struggling back to consciousness, and spends
his first (10 - character level) rounds
awake automatically flatfooted. In any
other resting place, he loses 2 hp per level
and is flatfooted for the first hour of the
night, or until he can feed. Fast Healing
does not offset this damage until the
Vampire can feed.
Turning (Su): The Vampire is susceptible to turning, but can add his Charisma
modifier to the roll to resist turning.

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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