Difference between revisions of "Twilight Vampire (D20 Modern Class)"

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Often seen as the weakest of the Dark Others due to their lack of Magical Prowess, Vampires possess powerful abilities that can rival that of any Combat Magician. Where other characters intrude upon the Twilight, the Vampire is a welcome part of it. He can stay in the Twilight Longer, and go deeper into it, than any other class. You may surprise the other Characters in your party when you sink down to the Seventh Level of the Twilight while they're still struggling with the Fourth.  
 
Often seen as the weakest of the Dark Others due to their lack of Magical Prowess, Vampires possess powerful abilities that can rival that of any Combat Magician. Where other characters intrude upon the Twilight, the Vampire is a welcome part of it. He can stay in the Twilight Longer, and go deeper into it, than any other class. You may surprise the other Characters in your party when you sink down to the Seventh Level of the Twilight while they're still struggling with the Fourth.  
  
===Making a Twilight Vampire===
+
===Making a Gloom Vampire===
  
Vampires are the undisputed masters of the Twilight, and their abilities show this. Some Vampires focus entirely on their mastery of the Twilight, while others are happy with their natural abilities, and devote their training into other pursuits.
+
Vampires are the undisputed masters of the Gloom, and their abilities show this. Some Vampires focus entirely on their mastery of the Gloom, while others are happy with their natural abilities, and devote their training into other pursuits.
  
'''Abilities:''' Constitution, Wisdom, and Charisma are important to the Vampire, as Constitution boosts their hit points and even more resistance to the Twilight. Wisdom allows them to stay in the Twilight longer, and to resist mind affecting spells, and Charisma powers their Spells and Class abilities.
+
'''Abilities:''' Constitution, Wisdom, and Charisma are important to the Vampire, as Constitution boosts their hit points and even more resistance to the Gloom. Wisdom allows them to stay in the Gloom longer, and to resist mind affecting spells, and Charisma powers their Spells and Class abilities.
  
 
'''Alignment:''' Any
 
'''Alignment:''' Any
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{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The Twilight Vampire}}</div>
+
<div>{{Anchor|Table: The Gloom Vampire}}</div>
 
Hit Die: d8
 
Hit Die: d8
 
|-
 
|-
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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]  
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]  
 
|-
 
|-
|1st||class="left" | +0 || +0 || +0 || +1
+
|1st||class="left" | +0 || +1 || +1 || +1
| class="left" | The Twilight, Charm, Night Creature, Drink
+
| class="left" | The Gloom, Charm, Night Creature, Drink
|0
+
|3
 
|-
 
|-
|2nd||class="left" | +1 || +0 || +0 || +2
+
|2nd||class="left" | +1 || +2 || +2 || +2
| class="left" |
+
| class="left" | Gloom Feat
|1
+
|4
 
|-
 
|-
|3rd||class="left" | +1 || +1 || +1 || +2
+
|3rd||class="left" | +2 || +2 || +2 || +2
 
| class="left" | Minor Spell Mastery
 
| class="left" | Minor Spell Mastery
|1
+
|4
 
|-
 
|-
|4th||class="left" | +2 || +1 || +1 || +2
+
|4th||class="left" | +3 || +2 || +2 || +2
| class="left" |
+
| class="left" | Gloomstrider
|1
+
|5
 
|-
 
|-
|5th||class="left" | +2 || +1 || +1 || +3
+
|5th||class="left" | +3 || +3 || +3 || +3
| class="left" | Twilight Creature
+
| class="left" | Gloom Creature
|2
+
|5
 
|-
 
|-
|6th||class="left" | +3 || +2 || +2 || +3
+
|6th||class="left" | +4 || +3 || +3 || +3
| class="left" |
+
| class="left" | Gloom Feat
|2
+
|6
 
|-
 
|-
|7th||class="left" | +3 || +2 || +2 || +4
+
|7th||class="left" | +5 || +4 || +4 || +4
 
| class="left" | Lesser Spell Mastery
 
| class="left" | Lesser Spell Mastery
|2
+
|6
 
|-
 
|-
|8th||class="left" | +4 || +2 || +2 || +4
+
|8th||class="left" | +6/+1 || +4 || +4 || +4
| class="left" |
+
| class="left" | Gloomdrinker
|3
+
|7
 
|-
 
|-
|9th||class="left" | +4 || +3 || +3 || +4
+
|9th||class="left" | +6/+1 || +4 || +4 || +4
| class="left" | Twilight Mastery
+
| class="left" | Gloom Mastery
|3
+
|7
 
|-
 
|-
|10th||class="left" | +5 || +3 || +3 || +5
+
|10th||class="left" | +7/+2 || +5 || +5 || +5
 
| class="left" | Spell Mastery
 
| class="left" | Spell Mastery
|3
+
|8
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::9]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::7]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
All skills are class skills to a Night Watch Character.
 
All skills are class skills to a Night Watch Character.
 
|}
 
|}
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====Class Features====
 
====Class Features====
  
All of the following are class features of the Twilight Vampire.
+
All of the following are class features of the Gloom Vampire.
 +
 
 +
'''Weapon and Armor Proficiency:''' The Gloom Vampire is proficient with all Simple Weapons, Light Armor, and One Archaic Weapon.
 +
 
 +
'''{{Anchor|The Gloom}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Gloom Vampires have the ability to see into, and enter, the Gloom. See [[Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the Gloom]]
 +
 
 +
'''Charm:''' A Vampire may attempt to coerce a target (That he does not have to see or be able to converse with). They make opposed Charisma Checks. If the Vampire succeeds, then they may command the subject for one round. To Charm a person, a Vampire must have total concentration. They may not take any other actions except to coerce the target. In addition, the Vampire gains a +2 bonus to all Charisma based Checks (Except for their Charm Ability). The subject charmed can not be coerced into anything it knows is suicidal, or that will harm it. It can be used at a range of up to 1 mile per two HD the Vampire has.
  
'''Weapon and Armor Proficiency:''' The Twilight Vampire is proficient with all Simple Weapons, Light Armor, and One Archaic Weapon.
+
'''Drink:''' Unless a Vampire drinks at least a Pint of Blood every 3 days,  they lose their Spell Masteries and Gloom Masteries (Night Creature, Gloom Creature, Gloom Mastery, Greater Gloom Mastery, and Lord of the Night).
  
'''{{Anchor|The Twilight}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Twilight Vampires have the ability to see into, and enter, the Twilight. See [[Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the Twilight]]
+
'''Gloom Feat:''' At levels 2 and 6, a Vampire gains an additional feat. The feat must have the "Gloom" descriptor.
  
'''Charm:''' A Vampire may attempt to coerce a target (That he does not have to see or be able to converse with). They make opposed Charisma Checks. If the Vampire succeeds, then they may command the subject for one round. To Charm a person, a Vampire must have total concentration. They may not take any other actions except to coerce the target. In addition, the Vampire gains a +2 bonus to all Charisma based Checks (Except for their Charm Ability)
+
'''Night Creature:''' A Vampire treats his Wisdom Bonus as being 2 points higher when determining how many times he can Fail Concentration checks in the Gloom.
  
'''Drink:''' Unless a Vampire drinks at least a Pint of Blood every 3 days,  they lose their Spell Masteries and Twilight Masteries (Night Creature, Twilight Creature, Twilight Mastery, Greater Twilight Mastery, and Lord of the Night).
+
'''Minor Spell Mastery:''' At 3rd Level, the Vampire learns a 0th Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)
  
'''Night Creature:''' A Vampire treats his Wisdom Bonus as being 2 points higher when determining how many times he can Fail Concentration checks in the Twilight.
+
'''Gloomstrider:''' At 4th level, the Vampire only uses a move action to move up or down a level in the gloom. He may move up/down two levels using a standard action, or 3 levels using a full round action. For a -10 penalty to his concentration check, he may move up/down four levels with a full round action.
  
'''Minor Spell Mastery:''' At 3rd Level, the Vampire learns a 0th Level Dark Spell that he may use 3 times a day.
+
'''Gloom Creature:''' The Vampire gains a +2 bonus to Fortitude Saves and Concentration checks in regards to the Gloom.
  
'''Twilight Creature:''' The Vampire gains a +4 bonus to Fortitude Saves to resist the effects of the Twilight
+
'''Lesser Spell Mastery:''' At 7th Level, the Vampire learns a 1st Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)
  
'''Lesser Spell Mastery:''' At 7th Level, the Vampire learns a 1st Level Dark Spell that he may use 3 times a day.
+
'''Gloomdrinker:''' The vampire gains fast healing 1 while in the first or second level of the gloom, fast healing 2 in the third or fourth level of the gloom, and fast healing 3 in other levels.
  
'''Twilight Mastery:''' At 9th Level, a Vampire is no longer affected by the effects of the 1st level of the Twilight. This means he does not have to make Concentration Checks to enter or stay in the First Level of the Twilight.
+
'''Gloom Mastery:''' At 9th Level, a Vampire is no longer affected by the effects of the 1st level of the Gloom. This means he does not have to make Concentration Checks to enter or stay in the First Level of the Gloom. The bonus from Gloom Creature increases to +4.
  
'''Spell Mastery:''' At 10th Level, the Vampire learns a 2nd Level Dark Spell that he may use 3 times a day.
+
'''Spell Mastery:''' At 10th Level, the Vampire learns a 2nd Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)
  
==== Human Twilight Vampire Starting Package====
+
==== Human Gloom Vampire Starting Package====
  
 
'''Weapons:''' Longsword
 
'''Weapons:''' Longsword
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| class="left" | Knowledge (Others) || 4 || Int || &mdash;
 
| class="left" | Knowledge (Others) || 4 || Int || &mdash;
 
|- class=
 
|- class=
| class="left" | Knowledge (Twilight) || 4 || Int || &mdash;
+
| class="left" | Knowledge (Gloom) || 4 || Int || &mdash;
 
|- class=
 
|- class=
 
| class="left" | Concentration || 4 || Con || &mdash;
 
| class="left" | Concentration || 4 || Con || &mdash;
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|- class=
 
|- class=
 
| class="left" | Diplomacy || 4 || Cha || &mdash;
 
| class="left" | Diplomacy || 4 || Cha || &mdash;
 +
|- class=
 +
| class="left" | Intimidate || 4 || Cha || &mdash;
 
|}
 
|}
  
'''Feat:''' Twilight Resistance
+
'''Feat:''' Gloom Resistance
  
'''Bonus Feats:''' Twilight Acclimation  
+
'''Bonus Feats:''' Gloom Acclimation  
  
 
'''Gear:''' Day Watch Uniform, Identification Papers, Tactical Vest.
 
'''Gear:''' Day Watch Uniform, Identification Papers, Tactical Vest.

Latest revision as of 19:56, 9 October 2014

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Author: STDoc (talk)
Date Created: January 17
Status: Complete
Editing: None
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  • "Medium" is not in the list (Good, Moderate, Poor, Other) of allowed values for the "Base Attack Bonus Progression" property.
  • "Twilight Mastery" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Twilight Vampire[edit]

This is a Character Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Often seen as the weakest of the Dark Others due to their lack of Magical Prowess, Vampires possess powerful abilities that can rival that of any Combat Magician. Where other characters intrude upon the Twilight, the Vampire is a welcome part of it. He can stay in the Twilight Longer, and go deeper into it, than any other class. You may surprise the other Characters in your party when you sink down to the Seventh Level of the Twilight while they're still struggling with the Fourth.

Making a Gloom Vampire[edit]

Vampires are the undisputed masters of the Gloom, and their abilities show this. Some Vampires focus entirely on their mastery of the Gloom, while others are happy with their natural abilities, and devote their training into other pursuits.

Abilities: Constitution, Wisdom, and Charisma are important to the Vampire, as Constitution boosts their hit points and even more resistance to the Gloom. Wisdom allows them to stay in the Gloom longer, and to resist mind affecting spells, and Charisma powers their Spells and Class abilities.

Alignment: Any

Wealth Bonus: +2

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Gloom Vampire

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +0 +1 +1 +1 The Gloom, Charm, Night Creature, Drink 3
2nd +1 +2 +2 +2 Gloom Feat 4
3rd +2 +2 +2 +2 Minor Spell Mastery 4
4th +3 +2 +2 +2 Gloomstrider 5
5th +3 +3 +3 +3 Gloom Creature 5
6th +4 +3 +3 +3 Gloom Feat 6
7th +5 +4 +4 +4 Lesser Spell Mastery 6
8th +6/+1 +4 +4 +4 Gloomdrinker 7
9th +6/+1 +4 +4 +4 Gloom Mastery 7
10th +7/+2 +5 +5 +5 Spell Mastery 8

Class Skills (7 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[edit]

All of the following are class features of the Gloom Vampire.

Weapon and Armor Proficiency: The Gloom Vampire is proficient with all Simple Weapons, Light Armor, and One Archaic Weapon.

The Gloom (Su): Gloom Vampires have the ability to see into, and enter, the Gloom. See Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the Gloom

Charm: A Vampire may attempt to coerce a target (That he does not have to see or be able to converse with). They make opposed Charisma Checks. If the Vampire succeeds, then they may command the subject for one round. To Charm a person, a Vampire must have total concentration. They may not take any other actions except to coerce the target. In addition, the Vampire gains a +2 bonus to all Charisma based Checks (Except for their Charm Ability). The subject charmed can not be coerced into anything it knows is suicidal, or that will harm it. It can be used at a range of up to 1 mile per two HD the Vampire has.

Drink: Unless a Vampire drinks at least a Pint of Blood every 3 days, they lose their Spell Masteries and Gloom Masteries (Night Creature, Gloom Creature, Gloom Mastery, Greater Gloom Mastery, and Lord of the Night).

Gloom Feat: At levels 2 and 6, a Vampire gains an additional feat. The feat must have the "Gloom" descriptor.

Night Creature: A Vampire treats his Wisdom Bonus as being 2 points higher when determining how many times he can Fail Concentration checks in the Gloom.

Minor Spell Mastery: At 3rd Level, the Vampire learns a 0th Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)

Gloomstrider: At 4th level, the Vampire only uses a move action to move up or down a level in the gloom. He may move up/down two levels using a standard action, or 3 levels using a full round action. For a -10 penalty to his concentration check, he may move up/down four levels with a full round action.

Gloom Creature: The Vampire gains a +2 bonus to Fortitude Saves and Concentration checks in regards to the Gloom.

Lesser Spell Mastery: At 7th Level, the Vampire learns a 1st Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)

Gloomdrinker: The vampire gains fast healing 1 while in the first or second level of the gloom, fast healing 2 in the third or fourth level of the gloom, and fast healing 3 in other levels.

Gloom Mastery: At 9th Level, a Vampire is no longer affected by the effects of the 1st level of the Gloom. This means he does not have to make Concentration Checks to enter or stay in the First Level of the Gloom. The bonus from Gloom Creature increases to +4.

Spell Mastery: At 10th Level, the Vampire learns a 2nd Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)

Human Gloom Vampire Starting Package[edit]

Weapons: Longsword

Skill Selection: Pick a number of skills equal to 9 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Knowledge (Others) 4 Int
Knowledge (Gloom) 4 Int
Concentration 4 Con
Knowledge (History) 4 Int
Repair 4 Int
Driving 4 Dex
Bluff 4 Cha
Diplomacy 4 Cha
Intimidate 4 Cha

Feat: Gloom Resistance

Bonus Feats: Gloom Acclimation

Gear: Day Watch Uniform, Identification Papers, Tactical Vest.


Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
AuthorSTDoc +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
IdentifierD20 Modern Class +
Length10 +
RatingUndiscussed +
Reflex Save ProgressionGood +
Skill Points7 +
SummaryA Vampire from the Night Watch Universe, they make excellent Combatants and skill monkies who have access to a small number of spells. +
TitleTwilight Vampire +
Will Save ProgressionGood +