Difference between revisions of "Class: Vampire"

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=Design Notes=
 
=Design Notes=
Please welcome ''Bravely Default'' to Fanfiction: The Game.
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Please welcome ''Bravely Default'' to Fanfiction: the Game.
  
 
[[category:Base Classes]]
 
[[category:Base Classes]]
 
[[category:Void]]
 
[[category:Void]]

Revision as of 16:23, 26 February 2016

The Vampire
  Nihilism
Level BAB Fort Ref Will Special Max Nihil Level Threshold Overflow Sublimation
1 +0 +2 +2 +2 Genome Drain, Blood Power 1st 1 2 4
2 +1 +3 +3 +3 Blood Power 1st 2 4 8
3 +2 +3 +3 +3   1st 3 6 12
4 +3 +4 +4 +4 Blood Power 2nd 4 8 16
5 +3 +4 +4 +4   2nd 5 10 20
6 +4 +5 +5 +5 Blood Power 2nd 6 12 24
7 +5 +5 +5 +5   3rd 7 14 28
8 +6/+1 +6 +6 +6 Blood Power 3rd 8 16 32
9 +6/+1 +6 +6 +6   3rd 9 18 36
10 +7/+2 +7 +7 +7 Vampire Talent 4th 10 20 40
11 +8/+3 +7 +7 +7   4th 11 22 44
12 +9/+4 +8 +8 +8 Vampire Talent 4th 12 24 48
13 +9/+4 +8 +8 +8   5th 13 26 52
14 +10/+5 +9 +9 +9 Vampire Talent 5th 14 28 56
15 +11/+6/+1 +9 +9 +9   5th 15 30 60
16 +12/+7/+2 +10 +10 +10 Vampire Talent 6th 16 32 64
17 +12/+7/+2 +10 +10 +10   6th 17 34 68
18 +13/+8/+3 +11 +11 +11 Vampire Talent 6th 18 36 72
19 +14/+9/+4 +11 +11 +11   6th 19 38 76
20 +15/+10/+5 +12 +12 +12 Vampire Talent 6th 20 40 80

 

Vampire

Tiz, iconic vampire
"Your blood? No, don't be absurd. It's your soul that interests me... which, admittedly, I'll get to by drinking your blood."

Not all who follow the path of the Void do so because of strong personal convictions; instead, some are drawn to it for the power that it can grant. "Through nothing, all things can be achieved," or so it is said in Nihilist philosophy, and those who take those words literally sometimes find themselves walking down a dangerous road, flirting with the danger that is the Void while seeking to reap all the power they can gain from it. However, the Void exacts its toll from all, even those who seek to abuse it; though they may suffer less than those who give themselves over to the Void entirely, the price is often higher than they would like.

Vampires, or so they are called, are those individuals who seek to wrest from the Void its power while paying as little personal cost as possible. Through immense force of will and strength of body, they are able to withstand reaching their hand into the abyss to pull forth... something. Their willingness to take from the Void becomes translated into the ability to take from others: through the application of Nihilist power, vampires can temporarily acquire the abilities of people and beast alike, using the power of the Void to fuel these abilities where other means may be necessary. Ever eager, the Void also grants these individuals some measure of power over nothingness itself, but vampires cannot command it to the extent that most other nihilists can, and risk annihilation significantly faster than those who dedicate themselves to nihilcraft.

Vampires are not intrinsically evil, but almost all have their start in the pursuit of power, whether it be for their own personal gain or for the betterment of all. Some vampires hope to use the Void against itself, using their powers gleaned from staring the abyss in the eye to fight against the encroaching non-existence, while others seek to use this unusual power to gain the upper-hand against their opposition and impose their strong will on others. The reputation of vampires, and the common image associated with them, comes from those few in the past who rose to prominence, letting their shadows grow long in the minds of men, twisting and distorting the truth. While some vampires seek to emulate these ancient individuals - after all, most seemed to have a strong sense of style - this is by no means a requirement.

The nature of vampirism is such that it lends itself to being passed through "generations" of vampires; a would-be teacher may find a likely student and introduce him into the ways of the vampire through subjecting him to it. Some of these individuals choose to forsake their mortal families and refer to their teacher as their parent, with some such lineages stretching back hundreds of years. However, the secrets of vampirism are not so secret that they cannot be found out by lone individuals seeking power by any means.

Game Rule Information

Vampires have the following game statistics.

Force Alignment: Void.

Force Resistances: DI 5 + level, NI 5 + level.

Abilities: Charisma and Constitution are the most important abilities for a vampire. Charisma modifies his ability to manipulate the Void, while Constitution enables him to invoke the abilities of those whose blood he consumes.

Hit Die: d8.

Class Skills: The Vampire’s class skills are Agility (Dex), Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Per), Move Silently (Dex), Nihilcraft (Cha), Presence (Cha), Sense Motive (Wis), Search (Per), Spot (Per), and Vitality (Con).

Skill Points at Each Level: 6 + Int modifier.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the vampire.

Proficiencies

Weapons: All simple weapons and a number of martial weapons equal to 3 + his Intelligence modifier.

Armor: Light and medium armor, but not shields.

Implements: Spreads.

Nihils

Vampires are nihilists, and gain the ability to clear their mind and call upon the power that lurks within the abyss, changing the world by - essentially - subtracting something from it. These abilities are called nihils, and vampires gain access to more powerful nihils as they accrue more personal power.

Once a vampire gains access to a given nihil level, he automatically knows all nihils of that level on the vampire nihil list, below.

Using a nihil causes the vampire to accrue void debt (see below), which can have devastating effects on the user if not managed properly.

Vampires make nihil attacks using their Charisma.

Void Debt
Threshold Rating Bonus
Cha Level
Mod 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
+1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 2 2 2 2 2
+2 0 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5
+3 0 0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7
+4 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
+5 0 1 1 2 3 3 4 5 5 6 6 7 8 8 9 10 10 11 11 12
+6 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15
+7 0 1 2 3 4 5 6 7 7 8 9 10 11 12 13 14 14 15 16 17
+8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+9 1 2 3 4 5 6 7 9 10 11 12 13 14 15 17 18 19 20 21 22
+10 1 2 3 5 6 7 8 10 11 12 13 15 16 17 18 20 21 22 23 25

A vampire calls upon the power of the Void, using the nothingness that surrounds and permeates all of creation to modify himself and the world to his liking. Calling upon this power is dangerous, however; the Void cares no more for those who call upon it than it does for any other thing that exists.

Whenever a vampire uses a nihil, he accrues an amount of void debt, equal to the level of the nihil used. Void debt begins at 0, and generally resets to 0 after a night's rest. The vampire's Threshold, Overflow, and Sublimation ratings improve based upon his Charisma modifier. Use the tables on the right for increasing Threshold and Overflow ratings, and use this table for the Sublimation rating; these categories represent degrees to which the vampire has called upon the Void.

So long as his void debt is between 0 and his Threshold rating, the vampire suffers no ill effects when he uses a nihil. In addition, so long as his void debt is between 0 and his Threshold rating, his void debt decreases by his nihilist level every minute, starting from when he last used a nihil.

While the vampire's void debt is between his Threshold and Overflow ratings, his void debt does not naturally decrease. A night's rest removes void debt equal to his nihilist level; if this would reduce his void debt to lower than his Threshold rating, all of his void debt is removed upon the end of the rest. In addition, while between his Threshold and Overflow ratings, his class-based resistances to Divine and Nature are increased to 10 + his nihilist level.

While the vampire's void debt is between his Overflow and Sublimation ratings, his void debt does not naturally decrease, and in addition to suffering the same side-effects of using nihils as while between Threshold and Overflow, he accrues additional void debt equal to his nihilist level at the end of his turns (outside of combat, this means every six seconds). In addition, while between his Overflow and Sublimation ratings, his class-based resistances to Divine and Nature are increased to 15 + his nihilist level.

Overflow Rating Bonus
Cha Level
Mod 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
+1 0 0 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5
+2 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
+3 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15
+4 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+5 1 2 3 5 6 7 8 10 11 12 13 15 16 17 18 20 21 22 23 25
+6 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30
+7 1 3 5 7 8 10 12 14 15 17 19 21 22 24 26 28 29 31 33 35
+8 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
+9 2 4 6 9 11 13 15 18 20 22 24 27 29 31 33 36 38 40 42 45
+10 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50

While between his Overflow and Sublimation ratings, as a full-round action, he may make a Concentration check, with a DC equal to 15 + his nihilist level, to attempt to bring himself back under control. If he succeeds, he does not accrue any void debt that round; if he beat the DCs, his void debt is reduced by the amount by which he overcame the DC.

Once a vampire's void debt has reached his Sublimation rating, he must make a Will save against DC 12 + his nihilist level each round, or else immediately and irrevocably die, becoming a Nihimental with hit dice equal to his nihilist level. Each round he makes the Will save, the DC for the next round increases by 2.

While above his Sublimation rating, his class-based resistances to Divine and Nature are increased to 20 + his nihilist level. In addition, he accrues double his nihilist level in void debt at the end of each round.

While above his Sublimation rating, as a full-round action, he may make a Concentration check with a DC equal to 20 + his nihilist level, to attempt to maintain cohesion and bring his power back under control. If he succeeds, he does not accrue any void debt that round; if he beats the DC, his void debt is reduced by the amount by which he overcame the DC.

Genome Drain

The signature ability of vampires is the power to pull out the essence of other creatures; not in a physical sense, but the essence of what makes them an individual entity in the world. The vampire can take this metaphysical concept and, in combination with their understanding of the Void, turn it into power for themselves. This "genome drain," as it is known, allows the vampire to make use of abilities it has literally stolen from the metaphysical concept of other creatures.

The vampire gains a bite attack, which deals potency 2 piercing damage; this is a natural weapon, and the vampire is proficiency with it, but making an attack with this bite is always a standard action.

Whenever the vampire hits a creature with this attack, he also gains a healing surge if the target is living (and thus not a construct or undead); if the target has healing surges, the target loses one. In addition, the vampire chooses one class feature, racial ability, or specific maneuver or Force ability (spell, power, etc) the creature knows; the vampire gains that ability for 5 rounds.

The vampire substitutes his vampire level for class level, and his nihilist level for spark or initiator level. If the ability requires an expenditure of a Force-specific resource, such as MP, PP, Memory, or similar, that cost is translated directly into the an accrual of void debt on a 1:1 basis. If the ability requires an expenditure of a class-specific resource (such as the akashic's memory surge), the vampire instead must expend one healing surge.

Special: If an ability calls upon absolute limit, the vampire's absolute limit is treated as his vampire level times the number of healing surges he has remaining.

The ability functions exactly as though the vampire had acquired the ability naturally, be it as though from being a member of a particular race or having levels in a particular class. If the ability has restrictions on its use (such as a recharge die for Blue memes), the vampire obeys those restrictions.

Blood Power

The common personality trait amongst all vampires is the thirst for power, at least initially; for vampires, this power is found through the consumption of blood, in which the essence of creatures resides (see Genome Drain, above). As he grows in personal power, he can reach deeper into the Void and accrue more abilities for himself; in doing so, however, he becomes further tainted by the Void, as it demands payment for such power.

At each of the listed levels, you can choose one ability from the following list. Note that most of these abilities have an associated void taint effect, which the Void inflicts upon you in exchange for greater power.

In addition, the more power you accrue through blood, the more you have need of it - specifically, need of the blood of others to sustain you. When you take a long rest, reduce the number of healing surges you gain by one-quarter, rounded down, for each blood power ability you have (thus, once you have four, you no longer regain healing surges through resting).

 

Blood Powers
Blood Power Prerequisites Effect Void Taint
Blood Memory --- When you use your genome drain ability, you can choose to permanently retain an ability you gain. You can activate a retained ability by spending a healing surge as a standard action; if the ability in question already requires an action, you can also immediately use the ability, and you retain use of the ability for 5 rounds. You can have a number of retained abilities equal to your Constitution modifier; if you wish to retain a new ability that would put you over this limit, you can immediately forget one ability of your choice. You no longer need to eat or drink; instead, you are sustained by the blood of the living. You must expend one healing surge each day to sustain yourself; abilities that negate the need for food or water does not negate this effect. If you do not, you suffer a penalty to all d20 rolls equal to the number of days since you have last expended a healing surge for this purpose, to a maximum of twice your vampire level.
Blood Price Vampire level 10th+ As a standard action, you can spend any number of healing surges. Reduce your void debt by the number of healing surges you expended. You cannot use any of your vampire class features while within 30 feet of garlic.
Dark Healing --- As a standard action, you can spend any number of healing surges. You gain fast healing with potency equal to the number of healing surges you expended for 5 rounds. You are only able to enjoy the benefits of a long rest if you sleep atop a layer of dirt taken from within 100 feet of your birthplace while inside a coffin.
Charming Gaze --- As a free action, you can spend any number of healing surges. Until the start of your next turn, you can make a nihilist attack with a power bonus equal to the number of healing surges you expended (opposed by Will) against any creature that meets your gaze (you can intentionally meet the gaze of a creature that is not actively averting its eyes, or otherwise blind, as a standard action); if you hit, that creature becomes charmed for 5 rounds. You are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. You may freely enter public places, since these are by definition open to all.
Dominating Gaze Vampire level 10th+, charming gaze Your charming gaze now causes dominated, rather than charmed. You gain innate holy vulnerability.
Gaseous Form Vampire level 10th+ As a standard action, you can spend a healing surge. You gain the effects of gaseous form for 5 rounds. You gain innate radiant vulnerability.
Immortality Vampire level 10th+ You no longer takes ability score penalties for aging, cannot be aged through Force effects, and no longer have a maximum age. Any penalties you may have already incurred, however, remain in place. You still accrue bonuses for aging. While you have the dead status, you still enjoy the benefits of fast healing (but no other healing effects), and the dead status is removed if you are healed to above 0 hit points. Only this ability and effects with the [impossible] descriptor can remove the dead status from you.
Night Form --- As a standard action, you can spend a healing surge. You gain the ability to transform into a normal bat as a standard action, and can resume your normal form as a standard action; this ability lasts for 24 hours. You cast no reflection, be it in mirrors, water, or other reflective surfaces. In the presence of such a reflective surface, the DC needed to identify you as a vampire is reduced by 5.
Spider Climb --- As a standard action, you can spend a healing surge. You gain spider climb for 1 hour. You are unable to cross running water, although you can be carried over it while resting (specifically in your coffin, if you have dark healing) or in vessels designed to cross water. If you become immersed in running water, you lose one-quarter of your maximum hit points each round.
Soul Drain Vampire level 10th+ When you use your genome drain ability, you can spend a healing surge as part of the attack (before you make the attack roll). If you do, and if you deal damage, you also cause the target to gain one negative level, and you gain an additional healing surges. You no longer cast a shadow. In the presence of light, the DC needed to identify you as a vampire is reduced by 5.
Unholy Skin --- As a standard action, you can spend a healing surge. You gain protect, barrier (cold), and barrier (lightning) for 5 rounds. You are repelled by holy symbols and icons, such that if a creature strongly presents such an item against you, you must remain at least 10 feet from that creature, and cannot make melee attacks against it; such presentation of an item is a standard action.
Vampiric Might --- As a standard action, you can spend any number of healing surges. You gain a +2 untyped bonus to an ability score of your choice for each healing surge you expended for 5 rounds. Exposure to the sun is disorienting for you. If you are in partial sunlight, you become slowed; you gain dead after 1 round of exposure to direct sunlight.

 

Design Notes

Please welcome Bravely Default to Fanfiction: the Game.