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High Vampire of the Twilight (D20 Modern Advanced Class)

12 bytes added, 17:41, 20 January 2010
Making a High Vampire of the Twilight
|-
|2nd||class="left" | +2 || +3 || +3 || +3
| class="left" | Extra Spells 2/1/0/0/0/0Greater Twilight Mastery
|2
|-
|3rd||class="left" | +3 || +3 || +3 || +3
| class="left" | Metamagic Mastery/Item Creation Improved Spell Mastery
|2
|-
|4th||class="left" | +4 || +4 || +4 || +4
| class="left" | Extra Spells 3/2/1/0/0/0-
|3
|-
|5th||class="left" | +5 || +4 || +4 || +4
| class="left" | Extra Spells 3/3/2/1/0/0Bat Form.
|4
|-
|6th||class="left" | +6/+1 || +5 || +5 || +5
| class="left" | Metamagic Advanced Spell Mastery/Item Creation Mastery.
|4
|-
|7th||class="left" | +7/+2 || +5 || +5 || +5
| class="left" | Extra Spells 3/3/3/2/1/0-
|5
|-
|8th||class="left" | +8/+3 || +6 || +6 || +6
| class="left" | Extra Spells 3/3/3/3/2/1Dire Bat Form.
|6
|-
|9th||class="left" | +9/+4 || +6 || +6 || +6
| class="left" | Metamagic Greater Spell Mastery/Item Creation Mastery.
|6
|-
|10th||class="left" | 10/+5 || +7 || +7 || +7
| class="left" | Extra Spells 3/3/3/3/3/2Lord of the Night.
|7
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::57]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
All skills are class skills to a Night Watch Character.
|}
====Class Features====
All of the following are class features of the High MagicianVampire of the Twilight:
'''Weapon and Armor Proficiency:''' The High Magician Vampire of the Twilight Gains no Weapon or Armor Proficiencies.
'''Extra SpellsDominate:''' The High Magician Gets Extra Spells. At Level 1This ability works just like (And replaces) the Charm ability, except that the technique takes a Standard Action, they receive an additional 0thrather than a Full-Level spell slotRound Action. Consult the table above for information on how many extra spells In addition, they have at any given level. Note: A Level Ten High Magician has 3/3/3/3/3/gain a +2 Extra Spells. Not 18/15/12/9/6/3 extra spellsBonus to their Dominate Checks, and +4 to all other Charisma Based Skills.
'''Metamagic Greater Twilight Mastery:''' The High Magician Vampire becomes better more adept at using Metamagic Effectsexisting in the Twilight. Choose one He may exist in the Twilight and the Human World at the same time. From this point onward, the Vampire can use physical attacks against those in the Human world, but only when he is in the First Level of the following EffectsTwilight.
''Spontaneous Metamagic'Improved Spell Mastery:'' Applying a Metamagic Spell Effect is no longer ' The Vampire gains access to a full round action3rd Level Dark spell that he may use 3/day.
''Metamagic Adept'Bat Form:''' The Level Adjustment Vampire may turn into a normal bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of your spells is reduced by 1a normal Bat's. He does not use Echolocation, choosing to a minimum of 1look directly through the Twilight.
''Metamagic Power'Advanced Spell Mastery:'' When using ' The Vampire gains access to a Metamagic Effect, your spell is treated as being the increased spell level for the sake of determining save DC's.4th Level Dark Spell that he may use 3/day
''Metamagic Counterspell'Bat Form:'' When using ' The Vampire may turn into a Metamagic Spell, you Dire Bat 3/day. He may treat it stay in this form as itlong as he wishes, and his physical stats become that of a Dire Bat's level being . He does not use Echolocation, choosing to look directly through the increased spell level for the sake Twilight. In addition, his bite attack deals 1d4 points of Performing and Defending Against counterspellsConstitution Damage.
'''Item Creation Greater Spell Mastery:''' The High Magician becomes even more proficient at creating magical Items. Choose one of the Following Effects.Vampire gains access to a 5th Level Dark Spell that he may use 3/day
''Quickened Item Creation'Lord of the Night:'' Creating The Vampire becomes a magic item takes 10% less time than normalparagon of Undeath. This effect may be chosen more than once. ''Empowered Item Creation:'' A created magical item has 10% more magical charge than normal. This effect may be chosen more than onceHe gains +4 Constitution, and any Melee attack he makes deals 1 point of Constitution Damage''Heightened Item Creation:'' A created magical item treats it's caster level as being +2 ''Maximized Item Creation:'' A created magical item Whenever he uses this ability, he gains +2 to it's Save DCs/Attack Rolls5 temporary HP.
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