Vampire Scion

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"You speak to me as my elder; if only you knew how many of your pathetic lives I've lived, you would know the danger you are actually in."

The dark powers of undeath are sought after by some and feared by many more. Some are infected after a brutal experience with a monster, some delve into dark ruins and wild jungles of Mortend trying to pursue this avenue of strength, but all who acquire these dark powers must train if they wish to hone them and become more powerful and those who do are referred to as Scions.

Prerequisites: Tainted Blood feat

Role: The Vampire Scion is a versatile member of a party, capable of several different avenues of attack and defense and as such can fill many martial or skill rolls.

Hit Die: d8

Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Vampire Scion's class skills are Acrobatics (Dex), Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex).

Skill Ranks per Level: 4 + Int modifier.

Table: Vampire Scion
Class Features

The following are the class features of the Vampire Scion.

Weapon and Armor Proficiency

Vampire Scions are proficient with all simple weapons and light armor but no shields.

Positive Energy Resistance At first level, the Vampire Scion gains Positive Energy Resistance as a bonus feat.

Vampire Talent The power of the Tainted Blood that runs through every Vampire's veins manifests itself as special abilities that can categorized into one of three categories. The three categories of Vampire Talents are Sanguimancy Talents, Seducer Talents, and Predator Talents. Starting at 2nd level and every two levels thereafter, Vampires select any one Talent that they meet the requirements for. Unless otherwise stated, activating a talent that gives the Vampire an ability requires a standard action.

The complete list of Vampire Talents can be found here: Vampire Talents

Vampiric Resistances (Ex) The undead bodies of Vampires have been toughened by their transformation and the supernatural power of the Tainted Blood that flows through their veins. Starting at 2nd level, the Vampire gains DR 2/Magic and Silver, Fast Healing 1, and Resistance to Cold 5 and Electricity 5.

At 5th level, the Vampire gains Channel Resistance +1. This resistance increases by +1 at level 10 and every 5 levels thereafter until +4 at level 20. In addition the Vampire's Fast Healing increases to Fast Healing 2.

At 8th level, the Vampire's damage reduction increases to DR 5/Magic and Silver and their Fast Healing increases to Fast Healing 3.

At 11th level, the Vampire's Resistances to Cold and Electricity increase to 10 each.

At 14th level, the Vampire's damage reduction changes to DR 10/Magic and their Fast Healing increases to Fast Healing 4.

At 17th level, the Vampire becomes immune to Cold and Electricity and their Fast Healing increases to Fast Healing 5.

At 20th level, the Vampire's damage reduction changes to DR 10/- and their Fast Healing increases to Fast Healing 10.

Bonus Feat Starting at 3rd level and every 3 levels thereafter the Vampire gains a bonus feat from the following list.


 * Alertness
 * Combat Reflexes
 * Dodge
 * Improved Initiative
 * Lightning Reflexes
 * Toughness

Fast Movement (Ex) At 3rd level, the Vampire gains an enhancement bonus to his land speed, as shown on Table: Vampire Scion. A Vampire in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

Natural Armor (Ex) At 3rd level, the Vampire gains Natural Armor of 1 and increases as they increase in level as shown on Table: Vampire Scion.

Spider Climb (Ex) At 3rd level, a vampire can climb sheer surfaces as though under the effects of a Spider Climb spell. This is a physical ability, not spell-like so it cannot be dispelled and functions while inside of an anti-magic field.

Claws (Ex) At 4th level, the Vampire gains the ability to grow and retract their fingernails. While extended, these blade like nails act as claws and the Vampire gains two natural Claw attacks.

Enhanced Body and Mind (Ex) At 5th level, the Vampire's body and senses have continued to become strengthened under the influence of the Tainted Blood and they gain a +1 bonus to each of their five ability scores and are gained as if through level advancement. At 14th level, this bonus increases to +2.

Gaseous Form (Su) At 5th level, as a standard action, the Vampire can assume a gaseous form at will (caster level 5th) as the spell of the same name, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

If reduced to 0 hit points in combat, the Vampire assumes their gaseous form. It must reach a safe place within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to the Vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing with their Fast Healing ability.

Read the Blood (Su) At 7th level, the Vampire has tasted the blood of many and has learnt how to divine some information from the life force they are consuming. Whenever the Vampire successfully uses their Drain Blood ability on a creature, the Vampire is able to read the creature's surface thoughts from the recent past, absorbing 5 minutes of surface thoughts per point of constitution damage dealt. This ability works similarly to the 3rd round of the detect thoughts spell except the victim does not receive a saving throw to prevent this effect.

Sanguine Lord (Su) At 20th level, the Vampire has learned how to truly tap in the Tainted Blood and once per day assume their Sanguine Lord form. While in this form the Vampire's appearance becomes much more beastial and bat-like and they gain the following traits.


 * Wings erupt form the Vampire's back, giving two Wing secondary natural attacks and a fly speed of 60ft with perfect maneuverability.
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