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→Making a Twilight Vampire
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 Gloom Vampire===
Vampires are the undisputed masters of the TwilightGloom, and their abilities show this. Some Vampires focus entirely on their mastery of the TwilightGloom, 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 TwilightGloom. Wisdom allows them to stay in the Twilight Gloom longer, and to resist mind affecting spells, and Charisma powers their Spells and Class abilities.
'''Alignment:''' Any
{| class="zebra d20"
|+
<div>{{Anchor|Table: The Twilight Gloom Vampire}}</div>
Hit Die: d8
|-
|-
|1st||class="left" | +0 || +1 || +1 || +1
| class="left" | The TwilightGloom, Charm, Night Creature, Drink
|3
|-
|2nd||class="left" | +1 || +2 || +2 || +2
| class="left" | —Gloom Feat
|4
|-
|-
|4th||class="left" | +3 || +2 || +2 || +2
| class="left" | —Gloomstrider
|5
|-
|5th||class="left" | +3 || +3 || +3 || +3
| class="left" | Twilight Gloom Creature
|5
|-
|6th||class="left" | +4 || +3 || +3 || +3
| class="left" | —Gloom Feat
|6
|-
|-
|8th||class="left" | +6/+1 || +4 || +4 || +4
| class="left" | —Gloomdrinker
|7
|-
|9th||class="left" | +6/+1 || +4 || +4 || +4
| class="left" | Twilight Gloom Mastery
|7
|-
====Class Features====
All of the following are class features of the Twilight Gloom Vampire.
'''Weapon and Armor Proficiency:''' The Twilight Gloom Vampire is proficient with all Simple Weapons, Light Armor, and One Archaic Weapon.
'''{{Anchor|The TwilightGloom}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Twilight Gloom Vampires have the ability to see into, and enter, the TwilightGloom. See [[Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the TwilightGloom]]
'''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 Twilight Gloom Masteries (Night Creature, Twilight Gloom Creature, Twilight Gloom Mastery, Greater Twilight 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 TwilightGloom.
'''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)
'''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. '''Gloom Creature:''' The Vampire gains a +4 2 bonus to Fortitude Saves and Concentration checks in regards to resist the effects of the TwilightGloom.
'''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)
'''Twilight 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 TwilightGloom. This means he does not have to make Concentration Checks to enter or stay in the First Level of the TwilightGloom. 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 Twilight Gloom Vampire Starting Package====
'''Weapons:''' Longsword
| class="left" | Knowledge (Others) || 4 || Int || —
|- class=
| class="left" | Knowledge (TwilightGloom) || 4 || Int || —
|- class=
| class="left" | Concentration || 4 || Con || —
|}
'''Feat:''' Twilight Gloom Resistance
'''Bonus Feats:''' Twilight Gloom Acclimation
'''Gear:''' Day Watch Uniform, Identification Papers, Tactical Vest.