This year was the first year that Necromancers of the Northwest went to Paizocon, and among other events, we ran a vampire-themed adventure called Blood in the Water. For this adventure, we prepared six 5th-level pre-made characters using the rules from Liber Vampyr and Scions of the Vampire. We thought that they might make good enemies for your parties to face (or perhaps be put to other uses), so here they are, in all their glory.
GORSHAK THE MANGLER
Male half-orc revenant bloodletter 5
NE undead (augmented, risen)
Init +2; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 23, touch 13, flat-footed 21 (+10 armor, +2 Dex, +1 natural)
hp 52 (5d10+20)
Fort +8, Ref +4, Will +3
Immune risen immunities
Weaknesses blood dependency, greater sunlight vulnerability, holy symbols, mirrors, silver, sunlight vulnerability, unmistakable appearance
OFFENSE
Speed 20 ft.
Melee masterwork greataxe +10 (1d12+6/x3) and bite +5 (1d4+4)
Ranged sling +7 (1d4+4)
Special Attacks bloodlust (+4), cruomancy (cruomancer level 5th, maximum blood points 10)
STATISTICS
Str 19, Dex 14, Con 16, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +9 (+12 grapple); CMD 21 (23 vs. grapple)
Feats Blood Healing, Improved Grapple, Improved Unarmed Strike, Improved Vampire’s Bite, Power Attack, Tiring Bite, Vampire’s Bite, Vampiric Damage Reduction, Vampiric Speed
Skills Disguise +8, Intimidate +10; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc ferocity
GEAR
Equipment +1 spiked full plate, amulet of natural armor +1, armbands of the brawler, belt of mighty constitution (+2), cloak of protection +1, masterwork greataxe, sling, sling bullets (50)
Summary
Gorshak the Mangler is a savage and brutal killer, who long ago gave up trying to control his bloody impulses. His vicious and messy kills—which he rarely makes any attempt to conceal—are an open secret, and the source of much fearful gossip and whispers.
Gorshak is a powerful melee combatant, and is most at home on the front line. When he has the time, he prefers to grapple foes, using his Improved Grapple and Improved Vampire’s Bite feats to drain them for precious blood points, while his Tiring Bite feat saps their strength and ability to fight back. When he doesn’t need the blood points, or time is of the essence, he is just as happy to use his greataxe and savage bite to rip his foes to shreds. Either way, once first blood is drawn, his bloodlust ability gives him a +4 boost to his Strength score, allowing him to easily overpower wounded prey. On the rare occasion that he faces an opponent who can threaten him, he relies on Blood Healing and Vampiric Damage Reduction to outlast his foes.
Feats and Special Abilities
Blood Healing (Su): As a move action, Gorshak can spend up to 2 blood points in order to heal himself. For every blood point spend in this way, Gorshak heals 5 hit points. These are not temporary hit points, and do not fade after any amount of time. Any healing in excess of Gorshak’s maximum hit points is wasted.
Bloodlust (Su): Gorshak’s powerful bloodlust grants him extra strength and vigor whenever he is exposed to the scent of fresh blood. Whenever he is within 30 feet of a living creature that could potentially be drained for blood points, and that has suffered hit point damage in the last hour, he gains a +4 enhancement bonus to his Strength score. This bonus lasts for as long as he remains within 30 feet of the creature, and for one round thereafter. Anything that would block the scent of blood (including other overpowering odors, an object or magic effect that blocks scent, etc.) prevents him from benefitting from this ability.
Improved Grapple (Ex): Gorshak does not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, he receives a +2 bonus on checks made to grapple a foe. He also receives a +2 bonus to his Combat Maneuver Defense whenever an opponent tries to grapple him.
Improved Vampire’s Bite (Ex): Gorshak can drain blood from creatures that he is grappling, even if they are not pinned. Whenever he successfully initiates a grapple, gains control of a grapple, or maintains a grapple with a living creature, he may choose to drain blood instead of dealing damage or taking another action. This functions as the Vampire’s Bite feat. Additionally, whenever he uses the Vampire’s Bite feat, whether on a helpless creature or one that he is grappling, he gains 1 blood point for every 4 points of Constitution damage he inflicts, instead of the normal amount.
Savage Bite (Ex): Gorshak’s oversized fangs grant him a primary bite natural attack which deals 1d4 + Strength modifier points of piercing damage on a successful hit. Further, for every 15 points of damage that he inflicts in this way, he gains 1 blood point. The damage need not be dealt in consecutive rounds, or even to the same creature, but damage dealt more than 1 minute prior does not count towards gaining blood points.
Tiring Bite (Ex): Whenever Gorshak deals at least 1 point of Constitution damage to a creature using his Vampire’s Bite feat, that creature is fatigued for as long as he continues to have at least 1 point of Constitution damage. Further, if Gorshak deals at least 6 points of Constitution damage to that creature, the creature is exhausted for as long as he has at least 6 points of Constitution damage.
Vampire’s Bite (Ex): As a full-round action that does not provoke attacks of opportunity, Gorshak can drain blood from an adjacent creature that is both living and either willing or helpless. Alternatively, he can drain blood from a creature that he has pinned in a grapple, in which case he does so instead of any other action when he successfully maintains the grapple. Either way, this inflicts 1 point of Constitution damage on the target per round that Gorshak continues the attack. For every 5 points of Constitution damage inflicted in this way, Gorshak gains a single blood point. Only Constitution damage inflicted to the same creature in consecutive rounds is counted for the purposes of this ability (for example, inflicting 2 points of Constitution damage on one target, and then inflicting 3 points of Constitution damage on another target several minutes later would not cause you to gain 1 blood point).
Vampiric Damage Reduction (Su): As a swift action, by spending 2 blood points,
Gorshak can gain DR 5/silver or good. This benefit lasts for 5 rounds.
Vampiric Speed (Su): As a swift action, by spending 1 blood point, Gorshak can increase his movement speed by 30 feet. This benefit lasts for 5 minutes.
Weaknesses (Su): As a type of vampire, Gorshak has several weaknesses, outlined below.
Holy Symbols/Mirrors: Gorshak recoils before both holy symbols and mirrors, and must stay at least five feet away from them, as long as they are strongly presented. He cannot touch
or make melee attacks against a creature presenting a holy symbol or mirror in this way. Any creature holding Gorshak at bay in this manner must spend a standard action each round to do so. After one round, Gorshak can overcome his repulsion with a DC 25 Will save, and can act normally as long as he continues to make a DC 25 Will save each round.
Silver: Gorshak is exceptionally vulnerable to silver. Any damage reduction that he gains, regardless of the source, can be overcome by silver weapons. Additionally, he suffers half again as much damage (1.5 times) from weapons made silver or other materials that count as silver for the purposes of bypassing damage reduction (this includes additional damage from a high Strength score, and feats and abilities like Power Attack or Weapon Specialization, but not additional damage dice, like sneak attack or the flaming weapon special ability).
Unmistakable Appearance: Gorshak’s skin tone, sharp fangs, and glowing eyes betray him as an inhuman creature. Anyone that gets a clear look at Gorshak can see that he is not alive, and, with a successful DC 10 Knowledge (religion) check, can even identify him as a vampire of some sort. In general, characters that recognize Gorshak as an undead creature generally have their starting attitude towards him reduced by two steps, and generally cannot have an attitude towards him that is higher than friendly. Different characters have different attitudes towards undead, however: some may attack on sight, others may actually become more friendly.
“MAMA” INGRID BLOODBEARD
Female dwarf revenant occultist 5
NE undead (augmented, risen)
Init +2; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 natural)
hp 30 (5d6+10)
Fort +3, Ref +4, Will +8
Immune risen immunities
Weaknesses blood dependency, greater sunlight vulnerability, holy symbols, silver, stakes, sunlight vulnerability, unmistakable appearance
OFFENSE
Speed 20 ft.
Melee +1 greataxe +3 (1d12+1/x3)
Ranged sling +4 (1d4)
Special Attacks cruomancy (cruomancer level 5th, maximum blood points 5)
Spells Known (CL 5th, concentration +7)
2nd (5/day)—blur, resist energy
1st (7/day)—mage armor, magic missile, obscuring mist, protection from good
0 (at will)—acid splash, dancing lights, detect magic, ghost sound, mage hand, resistance
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +1; CMD 15
Feats Blood Healing, Create Least Vampiric Spawn, Death Drinker, Extend Spell, Mist Form, Vampire’s Bite, Vampiric Strength
Skills Appraise +2, Intimidate +10, Perception +3 (+5 for checks involving stonework), Use Magic Device +10; Racial Modifiers +2 Appraise, +2 Perception involving stonework
Languages Common, Dwarven
SQ blood magic, hatred, weapon familiarity
GEAR
Equipment +1 greataxe, amulet of natural armor +1, bracers of armor +1, cloak of resistance +1, headband of Charisma (+2), sling with 50 bullets
Summary
Referred to affectionately as “Mama” by many of the vampires of the Red Circle, Ingrid Bloodbeard makes no attempt to hide her undead appearance or fit in with human society. She is protective and nurturing of other vampires in the cabal, but is nonetheless a merciless killer with no concern for the welfare of the living. She keeps a stable of zombified victims under her control, who she refers to as her “boys.”
Mama Ingrid is primarily a defensive and support character. The majority of her spells are used to protect herself or her allies, although she does have magic missile, as well as a +1 greataxe, available if she is required to step in. In combat, she prefers to stay back, and relies primarily on her zombie minions to do her fighting for her. If they can do so safely, she often orders them to disarm opponents, or to aid other vampires in grappling them. While she is loath to leave her “boys” behind, if a fight turns against her, she won’t hesitate to use her Mist Form feat to flee.
Feats and Special Abilities
Blood Healing (Su): As a move action, Ingrid can spend up to 2 blood points in order to heal herself. For every blood point spend in this way, Ingrid heals 5 hit points. These are not temporary hit points, and do not fade after any amount of time. Any healing in excess of Ingrid’s maximum hit points is wasted.
Blood Magic (Su): Ingrid has learned how to tap into the life essence of the blood that she’s consumed in order to enhance her spells. By spending 2 blood points, she can choose to apply the effects of the Extend Spell metamagic feat to a spell as she casts it. This is a free action made as part of casting the spell, and doing so does not cause the spell to take up a higher-level spell slot, nor does it increase the casting time for the spell.
Create Lesser Vampiric Spawn (Su): As a full-round action, Ingrid can spend 2 blood points, pouring them from your veins into the mouth of a recently deceased corpse. The corpse must have been dead for no more than 5 minutes, and must be of a humanoid creature. If she does, then the target’s body begins to transform, filling with necromantic energy and rising as a zombie. Despite being dead, the target is entitled to a Will save (DC 14) to resist this effect. If they succeed, this has no effect, and the target becomes immune to this ability.
If they fail, then the transformation process takes 1d4 rounds, after which the target rises as a zombie under Ingrid’s control, as the spell animate dead. She can control up to 10 Hit Dice worth of zombies in this way, although she cannot control zombies with 6 or more Hit Dice.
Ingrid begins play with 3 zombies under her control.
Death Drinker (Ex): Ingrid can use her Vampire’s Bite feat to drain blood from the corpses of creatures that have been dead for no more than 1 minute per point of Constitution that the corpse possessed when it was alive. Doing so takes 1 minute. The corpse must still have been a creature that she could normally drain of blood with her Vampire’s Bite feat. She can gain only a single blood point per corpse, no matter how much Constitution the creature may have had when it was alive.
Mist Form (Su): As a standard action, by spending 3 blood points, Ingrid can turn her body to mist. This functions as the spell gaseous form, with a few exceptions. She gains a fly speed of 20 feet, with perfect maneuverability, instead of the normal fly speed. Instead of gaining DR 10/magic, she suffers only 1/5 the normal amount of damage from non-magical attacks, and only 1/2 the normal amount of damage from magical attacks (including attacks made with magic weapons, attacks that bypass DR/magic, and spells, spell-like abilities, and supernatural abilities that inflict hit point damage). In both cases, the amount of damage she takes is rounded up. Finally, when exposed to moderate winds (11+ mph), she suffers 1d4 points of damage per round, and in strong winds (21+ mph) she suffers 3d4 points of damage per round, instead. This ability lasts for up to 10 minutes, but can be ended early as a standard action.
Vampire’s Bite (Ex): As a full-round action that does not provoke attacks of opportunity, Ingrid can drain blood from an adjacent creature that is both living and either willing or helpless. Alternatively, she can drain blood from a creature that she has pinned in a grapple, in which case she does so instead of any other action when she successfully maintains the grapple. Either way, this inflicts 1 point of Constitution damage on the target per round that Ingrid continues the attack. For every 5 points of Constitution damage inflicted in this way, Ingrid gains a single blood point. Only Constitution damage inflicted to the same creature in consecutive rounds is counted for the purposes of this ability (for example, inflicting 2 points of Constitution damage on one target, and then inflicting 3 points of Constitution damage on another target several minutes later would not cause you to gain 1 blood point).
Vampiric Strength (Su): As a swift action, by spending up to 2 blood points, Ingrid can gain a temporary enhancement bonus to her Strength score. The bonus is equal to 1 + 1 per point spent in this way (+2 for 1 blood point, +3 for 2 blood points). This benefit lasts for 5 rounds.
Weaknesses (Su): As a type of vampire, Ingrid has several weaknesses, outlined below.
Holy Symbols: Ingrid recoils before holy symbols, and must stay at least five feet away from them, as long as they are strongly presented. She cannot touch or make melee attacks against a creature presenting such an item in this way. Any creature holding Ingrid at bay in this manner must spend a standard action each round to do so. After one round, Ingrid can overcome his repulsion with a DC 25 Will save, and can act normally as long as she continues to make a DC 25 Will save each round.
Silver: Ingrid is exceptionally vulnerable to silver. Any damage reduction that she gains, regardless of the source, can be overcome by silver weapons. Additionally, she suffers half again as much damage (1.5 times) from weapons made silver or other materials that count as silver for the purposes of bypassing damage reduction (this includes additional damage from a high Strength score, and feats and abilities like Power Attack or Weapon Specialization, but not additional damage dice, like sneak attack or the flaming weapon special ability).
Stakes: Ingrid is particularly vulnerable to being staked through the heart with a wooden stake. If Ingrid is helpless, any character can drive a wooden stake through her heart as a full-round action. Alternatively, a character holding a wooden stake can attempt to drive it through Ingrid’s heart even when she is still able to defend herself. Doing so is a standard action that provokes attacks of opportunity unless the attacker is specifically proficient with wooden stakes as weapons, and requires a melee attack (characters not specifically proficient with wooden stakes suffer a -4 penalty on this attack roll, due to being non-proficient). If the attack hits, Ingrid must succeed on a Fortitude save (DC 25), or else the stake is driven through her heart.
Regardless of the method by which Ingrid has a stake driven through her heart, the effects are the same: she suffers 4d8 points of piercing damage, to which damage reduction does not apply, and she is paralyzed for as long as the stake remains in place.
Unmistakable Appearance: Ingrid’s skin tone, sharp fangs, and glowing eyes betray her as an inhuman creature. Anyone that gets a clear look at Ingrid can see that she is not alive, and, with a successful DC 10 Knowledge (religion) check, can even identify her as a vampire of some sort. In general, characters that recognize Ingrid as an undead creature generally have their starting attitude towards her reduced by two steps, and generally cannot have an attitude towards her that is higher than friendly. Different characters have different attitudes towards undead, however: some may attack on sight, others may actually become more friendly.
MELLORA THE WOLF
Female human revenant bloodletter 5
CE undead (augmented, risen)
Init +4; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 deflection)
hp 42 (5d10+10)
Fort +6, Ref +6, Will +1
Immune risen immunities
Weaknesses blood dependency, fire, garlic, greater sunlight vulnerability, holy symbols, mirrors, sunlight vulnerability
OFFENSE
Speed 30 ft.
Melee bite +10 (1d4+2 plus 1d6 electricity) and 2 claws +10 (1d8+2 plus 1d6 electricity)
Ranged masterwork composite longbow [+2 Str] +10 (1d8+2/x3)
Special Attacks bloodlust (+4), cruomancy (cruomancer level 5th, maximum blood points 10)
STATISTICS
Str 14, Dex 19, Con 12, Int 10, Wis 8, Cha 14
Base Atk +5; CMB +7; CMD 21
Feats Claws of the Vampire, Greater Beast Traits (wolf), Improved Natural Attack (claws), Improved Vampire’s Bite, Lesser Beast Traits (wolf), Vampire’s Bite, Vampiric Grace, Weapon Finesse, Weapon Focus (bite), Weapon Focus (claws)
Skills Acrobatics +8, Perception +4, Survival +7, Swim +9
Languages Common
GEAR
Equipment +1 chain shirt, amulet of mighty fists (shocking), boots of elvenkind, cloak of protection +1, masterwork composite longbow [+2 Str] with 60 arrows, ring of protection +1
Summary
A dark and brooding vampire, Mellora is a savage and fearsome combatant, who fights with an unholy fury and a dedicated ferocity. Her foes are barely recognizable by the time she is done with them, their bodies mangled by her inhuman claws and fangs. She typically prefers to hunt alone, but is pragmatic, if nothing else, and recognizes the benefits of hunting in a “pack,” especially when the prey is particularly dangerous.
Mellora is a deadly melee combatant, though she is focused somewhat more on offense than defense. Her savage bite class feature and Claws of the Vampire feat give her three natural attacks, all of which deal electricity damage thanks to her amulet of might fists. She also gains blood points from using her bite attack on opponents, allowing her to remain well-stocked for blood. When pressed, she uses her Greater Beast Traits (Wolf) feat to frighten her foes.
Feats and Special Abilities
Bloodlust (Su): Mellora’s powerful bloodlust grants her extra strength and vigor whenever she is exposed to the scent of fresh blood. Whenever she is within 30 feet of a living creature that could potentially be drained for blood points, and that has suffered hit point damage in the last hour, she gains a +4 enhancement bonus to her Strength score. This bonus lasts for as long as she remains within 30 feet of the creature, and for one round thereafter. Anything that would block the scent of blood (including other overpowering odors, an object or magic effect that blocks scent, etc.) prevents her from benefitting from this ability.
Greater Beast Traits (Wolf) (Su): As a standard action, by spending 3 blood points, Mellora can let loose a fearsome howl that frightens her foes. Each living creature within 30 feet that can hear her
must succeed on a Will save (DC 14) or be shaken for 5 rounds. Creatures that fail their saving throws by 5 or more are frightened, instead. This is a sonic mind-affecting fear effect.
Improved Vampire’s Bite (Ex): Mellora can drain blood from creatures that she is grappling, even if they are not pinned. Whenever she successfully initiates a grapple, gains control of a grapple, or maintains a grapple with a living creature, she may choose to drain blood instead of dealing damage or taking another action. This functions as the Vampire’s Bite feat. Additionally, whenever she uses the Vampire’s Bite feat, whether on a helpless creature or one that she is grappling, she gains 1 blood point for every 4 points of Constitution damage she inflicts, instead of the normal amount.
Lesser Beast Traits (Wolf) (Su): As a standard action, by spending 1 blood point, Mellora can gain the scent special ability. This benefit lasts for 50 minutes.
Savage Bite (Ex): Mellora’s oversized fangs grant her a primary bite natural attack which deals 1d4 + Strength modifier points of piercing damage on a successful hit. Further, for every 15 points of damage that she inflicts in this way, she gains 1 blood point. The damage need not be dealt in consecutive rounds, or even to the same creature, but damage dealt more than 1 minute prior does not count towards gaining blood points.
Vampire’s Bite (Ex): As a full-round action that does not provoke attacks of opportunity, Mellora can drain blood from an adjacent creature that is both living and either willing or helpless. Alternatively, she can drain blood from a creature that she has pinned in a grapple, in which case she does so instead of any other action when she successfully maintains the grapple. Either way, this inflicts 1 point of Constitution damage on the target per round that Mellora continues the attack. For every 5 points of Constitution damage inflicted in this way, Mellora gains a single blood point. Only Constitution damage inflicted to the same creature in consecutive rounds is counted for the purposes of this ability (for example, inflicting 2 points of Constitution damage on one target, and then inflicting 3 points of Constitution damage on another target several minutes later would not cause you to gain 1 blood point).
Vampiric Grace (Su): As a swift action, by spending up to 2 blood points, Mellora can gain a temporary enhancement bonus to her Dexterity score. The bonus is equal to 1 + 1 per point spent in this way (+2 for 1 blood point, +3 for 2 blood points). This benefit lasts for 5 rounds.
Weaknesses (Su): As a type of vampire, Mellora has several weaknesses, outlined below.
Fire: Mellora is exceptionally vulnerable to flames. She suffers half again as much damage (+50%) from any source that deals fire damage. Further, she also suffers a -4 penalty on saving throws made against spells or effects with the fire descriptor, and on saving throws made to avoid catching on fire or to stop being on fire once she already is. Finally, the very presence of fire can cause fear in Mellora, and if she is within 30 feet of a flame larger than a candle, she must succeed on a Will save (DC 20) or be shaken for as long as she remains within range of the flame, and for 1d4 rounds thereafter. If she fails this saving throw by more than 10 (a result of 9 0r less) she becomes frightened, instead. This is a mind-affecting fear effect, but the normal +4 bonus revenants gain on saving throws against mind-affecting effects does not apply.
Garlic/Holy Symbols/Mirrors: Mellora recoils before garlic, holy symbols, and mirrors, and must stay at least five feet away from them, as long as they are strongly presented. She cannot touch or make melee attacks against a creature presenting one of these items in this way. Any creature holding Mellora at bay in this manner must spend a standard action each round to do so. After one round, Mellora can overcome his repulsion with a DC 25 Will save, and can act normally as long as she continues to make a DC 25 Will save each round.
SIMON “IVORY” TARLISS
Male human revenant infiltrator 5
NE undead (augmented, risen)
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 19, touch 13, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 natural)
hp 31 (5d8+5)
Fort +1, Ref +6, Will +1
Defensive Abilities evasion, revenant vigor (+1), uncanny dodge; Immune risen immunities
Weaknesses blood dependency, garlic, greater sunlight vulnerability, stakes, sunlight vulnerability, unmistakable appearance
OFFENSE
Speed 30 ft.
Melee masterwork rapier +4 (1d6/18-20)
Ranged masterwork shortbow +5 (1d6/x3)
Special Attacks cruomancy (cruomancer level 5th, maximum blood points 7), paralyzing strike (2/day, DC 14)
STATISTICS
Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 21
Base Atk +3; CMB +3; CMD 16
Feats Hide Undeath, Mist Form, Mist-Wrapped, Subtle Bite, Vampire’s Bite, Vampiric Hypnosis, Vampiric Seduction
Skills Bluff +17, Diplomacy +17 (+19 vs. humanoids), Disable Device +9, Disguise +13 (+15 to appear humanoid), Intimidate +15, Perception +8, Sense Motive +8, Stealth +9, Use Magic Device +10
Languages Common, Elf, Orc
SQ lifelike, lose weakness (silver)
GEAR
Equipment +1 chain shirt, amulet of natural armor +1, headband of Charisma (+2), masterwork rapier, masterwork shortbow with 60 arrows, two potions of inflict moderate wounds, ring of protection +1
Summary
Simon “Ivory” Tarliss is so called because, between his pale skin, his snow-white hair, and his pupil-less, white eyes, he doesn’t have much color about him. He is suave and charming, as vampires go, relying on his vampiric abilities to hide his hideous appearance form his mortal prey, who he either seduces into allowing him to feed on them, or takes by stealth in the night.
Simon prefers to avoid combat, when possible. He prefers to feed from sleeping or hypnotized victims, using his Subtle Bite feat to ensure that they remain docile while he drains them. He relies on his charms, both mundane and supernatural, in the form of Vampiric Hypnotism, to get what he wants. Because he is very visibly undead, he must use his Hide Undeath feat in order to go undetected among mortals. If forced to fight, he tries to use paralyzing strike to disable his opponent swiftly, or else relies on his Vampiric Hypnotism to take his foe out of the fight. If things turn against him, he doesn’t hesitate to use Mist Form to turn to vapor and escape.
Feats and Special Abilities
Hide Undeath (Su): As a standard action, Simon can alter his appearance so as to be able to hide his undead state from casual observation. His pallid skin fills with color (though he still remains somewhat pale), breath fills his dead lungs, and his fangs retract to resemble normal teeth. This is an illusory effect, and any creature that studies Simon closely or touches him is entitled to a Will save (DC 17) to disbelieve the effect.
Mist Form (Su): As a standard action, by spending 3 blood points, Simon can turn his body to mist. This functions as the spell gaseous form, with a few exceptions. He gains a fly speed of 20 feet, with perfect maneuverability, instead of the normal fly speed. Instead of gaining DR 10/magic, he suffers only 1/5
the normal amount of damage from non-magical attacks, and only 1/2 the normal amount of damage from magical attacks (including attacks made with magic weapons, attacks that bypass DR/magic, and spells, spell-like abilities, and supernatural abilities that inflict hit point damage). In both cases, the amount of damage he takes is rounded up. Finally, when exposed to moderate winds (11+ mph), he suffers 1d4 points of damage per round, and in strong winds (21+ mph) he suffers 3d4 points of damage per round, instead. This ability lasts for up to 10 minutes, but can be ended early as a standard action.
Mist-Wrapped (Su): Simon is constantly wreathed in knee-high mist which swirls mysteriously as he walks, and curl menacingly about his body when he stands still. This does not interfere with combat in any way, but does grant a +2 bonus on Intimidate checks. Simon can suppress or resume this effect as a move action.
Additionally, as a standard action, by spending 1 blood point, Simon can surround himself in thick mists. This functions as obscuring mist, except that the mist moves with Simon if he moves.
Finally, Simon can summon lesser mists which cover a larger area. As a standard action, by spending 1 blood point, he can create a cloud of mist 1 foot high in a 50-foot-radius centered on his current location. This mist does not move with him, and does not interfere with combat, but may obscure certain terrain elements (such as pits, traps, etc.). Further, this supernatural mist is unsettling, and imposes a -1 penalty on saving throws made to resist fear effects.
Paralyzing Strike (Ex): Simon knows how to strike a foe in such a way as to leave them paralyzed. As a standard action, he can make a single melee attack against a creature. If the attack hits, it deals damage as normal, and the target must succeed on a Fortitude save (DC 14) or be paralyzed. The target may make a new saving throw each round as a full-round action to end the effect, but all saving throws after the first suffer a -4 penalty. Even if the target is unable to succeed on any saving throws, the effect ends automatically after 5 minutes. If the attack misses, the use of the ability is wasted. Creatures that are not living (such as constructs or undead), or are immune to critical hits or precision-based damage, are immune to this ability. Simon can use this ability twice per day.
Revenant Vigor (Su): Simon is better able than most to resist effects that use his undead nature as a weakness, and he gains a +1 bonus on saving throws made to resist spells or abilities that specifically affect undead (such as control undead, undeath to death, or a cleric’s channel energy class feature). Further, his well-developed sense of self-preservation makes it easier for him to dodge the most devastating attacks, and he also gains a +1 dodge bonus to AC against attacks that specifically deal extra damage or have extra effects against undead creatures (such as the attack of a paladin using the smite evil class feature, or an attack made with a disrupting weapon).
Subtle Bite (Ex): If Simon uses his Vampire’s Bite feat on a victim who is sleeping or fascinated, he may choose to do so without waking them, or breaking the fascination. This allows him to use his Vampire’s Bite feat on creatures that are not helpless, as long as they are fascinated or unconscious. The target is entitled to a Perception check (opposed by Simon’s Stealth check) to notice the bite each round that Simon continues draining their blood. Sleeping victims suffer the normal -10 penalty to these Perception checks, and fascinated victims suffer the normal -4 penalty. Sleeping victims who notice the bite immediately awaken, and fascinated creatures who notice the bite immediately cease to be fascinated. In either case, if the target ceases to be fascinated or helpless, Simon can no longer use his Vampire’s Bite feat on them as a result of this feat.
Vampire’s Bite (Ex): As a full-round action that does not provoke attacks of opportunity, Simon can drain blood from an adjacent creature that is both living and either willing or helpless. Alternatively, he can drain blood from a creature that he has pinned in a grapple, in which case he does so instead of any other action when he successfully maintains the grapple. Either way, this inflicts 1 point of Constitution damage on the target per round that Simon continues the attack. For every 5 points of Constitution damage inflicted in this way, Simon gains a single blood point. Only Constitution damage inflicted to the same creature in consecutive rounds is counted for the purposes of this ability (for example, inflicting 2 points of Constitution damage on one target, and then inflicting 3 points of Constitution damage on another target several minutes later would not cause you to gain 1 blood point).
Vampiric Hypnosis (Su): As a standard action, Simon can spend 1 blood point to hypnotize a single humanoid creature within 30 feet that can see him. The target must succeed on a Will save (DC 17) or become fascinated by Simon for as long as he continues to maintain the effect (a standard action), and for 1 round thereafter. Creatures with 6 or more Hit Dice are immune to this ability. If Simon is adjacent to the target, he can choose to maintain the effect and feed on the target as a single full-round action.
Vampiric Seduction (Su): Simon gains a +4 bonus on all Bluff and Diplomacy checks. If the target of the Bluff or Diplomacy check is normally attracted to male humans, this bonus is doubled.
Weaknesses (Su): As a type of vampire, Simon has several weaknesses, outlined below.
Garlic: Simon recoils before garlic, and must stay at least five feet away from it, as long as it is strongly presented. He cannot touch or make melee attacks against a creature presenting garlic in this way. Any creature holding Simon at bay in this manner must spend a standard action each round to do so. After one round, Simon can overcome his repulsion with a DC 25 Will save, and can act normally as long as he continues to make a DC 25 Will save each round.
Stakes: Simon is particularly vulnerable to being staked through the heart with a wooden stake. If Simon is helpless, any character can drive a wooden stake through his heart as a full-round action. Alternatively, a character holding a wooden stake can attempt to drive it through Simon’s heart even when he is still able to defend himself. Doing so is a standard action that provokes attacks of opportunity unless the attacker is specifically proficient with wooden stakes as weapons, and requires a melee attack (characters not specifically proficient with wooden stakes suffer a -4 penalty on this attack roll, due to being non-proficient). If the attack hits, Simon must succeed on a Fortitude save (DC 25), or else the stake is driven through his heart.
Regardless of the method by which Simon has a stake driven through his heart, the effects are the same: he suffers 4d8 points of piercing damage, to which damage reduction does not apply, and he is paralyzed for as long as the stake remains in place.
Unmistakable Appearance: Simon’s skin tone, sharp fangs, and glowing eyes betray him as an inhuman creature. Anyone that gets a clear look at Simon can see that he is not alive, and, with a successful DC 10 Knowledge (religion) check, can even identify him as a vampire of some sort. In general, characters that recognize Simon as an undead creature generally have their starting attitude towards him reduced by two steps, and generally cannot have an attitude towards him that is higher than friendly. Different characters have different attitudes towards undead, however: some may attack on sight, others may actually become more friendly.
SYVLIA DARKHEART
Female elf revenant infiltrator 5
NE undead (augmented, risen)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 deflection)
hp 26 (5d8)
Fort +0, Ref +9, Will +1
Defensive Abilities evasion, revenant vigor (+1), uncanny dodge; Immune elven immunities, risen immunities
Weaknesses blood dependency, greater sunlight vulnerability, fire, mirrors, stakes, sunlight vulnerability
OFFENSE
Speed 30 ft.
Melee 2 +1 shortswords +7 (1d6+2/19-20)
Ranged masterwork composite shortbow [+1 Str] +8 (1d6/x3)
Special Attacks cruomancy (cruomancer level 5th, maximum blood points 7), paralyzing strike (2/day, DC 14)
STATISTICS
Str 12, Dex 21, Con 8, Int 14, Wis 10, Cha 8
Base Atk +3; CMB +4; CMD 20
Feats Improved Initiative, Shroud of the Night, Two-Weapon Fighting, Vampire’s Bite, Vampiric Athletics, Vampiric Speed, Weapon Finesse
Skills Acrobatics +13, Climb +9, Diplomacy -1 (+1 vs. humanoids), Disable Device +13, Disguise -1 (+1 to appear humanoid), Escape Artist +13, Perception +10, Spellcraft +2 (+4 to identify magic items), Stealth +18, Swim +9, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic items
Languages Common, Draconic, Elf, Orc
SQ lifelike, lose weakness (holy symbols)
GEAR
Equipment two +1 shortswords, +1 studded leather, cloak of elvenkind, masterwork composite shortbow [+1 Str] with 60 arrows, ring of protection +1
Summary
Pragmatic and practical, Sylvia Darkheart is a vampire who intends to live for a very long time, preferably by avoiding unnecessary risks and confrontations. She prefers to avoid threats, rather than face them head on, as much as possible, and prefers to fight smart, not hard. That said, she recognizes that some threats need to be dealt with, and anyone who dismisses her as a coward is likely to find her blades in his gut, or her fangs at his throat.
Sylvia prefers to outmaneuver her foes in combat, and is equipped to be able to climb, jump, fly, tumble, or otherwise get where she needs to be to deal the most damage, and her Vampiric Athletics and Vampiric Speed feats allow her to do so much more effectively, in a pinch. If she needs to bring a fight to a close in a hurry, she uses her paralyzing strike class feature to disable foes. When facing opponents who lack darkvision, she uses her Shroud of the Night feat to give herself an edge in the fight.
Feats and Special Abilities
Paralyzing Strike (Ex): Sylvia knows how to strike a foe in such a way as to leave them paralyzed. As a standard action, she can make a single melee attack against a creature. If the attack hits, it deals damage as normal, and the target must succeed on a Fortitude save (DC 14) or be paralyzed. The target may make a new saving throw each round as a full-round action to end the effect, but all saving throws after the first suffer a -4 penalty. Even if the target is unable to succeed on any saving throws, the effect ends automatically after 5 minutes. If the attack misses, the use of the ability is wasted. Creatures that are not living (such as constructs or undead), or are immune to critical hits or precision-based damage, are immune to this ability. Sylvia can use this ability twice per day.
Revenant Vigor (Su): Sylvia is better able than most to resist effects that use her undead nature as a weakness, and she gains a +1 bonus on saving throws made to resist spells or abilities that specifically affect undead (such as control undead, undeath to death, or a cleric’s channel energy class feature). Further, her well-developed sense of self-preservation makes it easier for her to dodge the most devastating attacks, and she also gains a +1 dodge bonus to AC against attacks that specifically deal extra damage or have extra effects against undead creatures (such as the attack of a paladin using the smite evil class feature, or an attack made with a disrupting weapon).
Shroud of the Night (Su): As a standard action, by expending 2 blood points, Sylvia can shroud herself in darkness. This function as the spell darkness, except that it is always centered on Sylvia, and
moves with her, and the effect only lasts for 5 rounds. Sylvia can always see perfectly within this effect’s area. Darkness created by this ability does not prevent Sylvia from suffering negative effects
from sunlight. If Sylvia spends 1 additional blood point when she uses this ability, the radius of the darkness effect increases to 25 feet, instead of the normal 20 feet.
Vampire’s Bite (Ex): As a full-round action that does not provoke attacks of opportunity, Sylvia can drain blood from an adjacent creature that is both living and either willing or helpless. Alternatively, she can drain blood from a creature that she has pinned in a grapple, in which case she does so instead of any other action when she successfully maintains the grapple. Either way, this inflicts 1 point of Constitution damage on the target per round that Sylvia continues the attack. For every 5 points of Constitution damage inflicted in this way, Sylvia gains a single blood point. Only Constitution damage inflicted to the same creature in consecutive rounds is counted for the purposes of this ability (for example, inflicting 2 points of Constitution damage on one target, and then inflicting 3 points of Constitution damage on another target several minutes later would not cause you to gain 1 blood point).
Vampiric Athletics (Su): As a swift action, by spending up to 1 or 2 blood points, Sylvia can gain an enhancement bonus on all Acrobatics, Climb, and Swim checks, equal to 5 + 5 per blood point spent in this way (+10 for 1 blood point, or +15 for 2 blood points). This benefit lasts for 5 minutes.
Vampiric Speed (Su): As a swift action, by spending 1 blood point, Sylvia can increase her movement speed by 30 feet. This benefit lasts for 5 minutes.
Weaknesses (Su): As a type of vampire, Sylvia has several weaknesses, outlined below.
Fire: Sylvia is exceptionally vulnerable to flames. She suffers half again as much damage (+50%) from any source that deals fire damage. Further, she also suffers a -4 penalty on saving throws made against spells or effects with the fire descriptor, and on saving throws made to avoid catching on fire or to stop being on fire once she already is. Finally, the very presence of fire can cause fear in Sylvia, and if she is within 30 feet of a flame larger than a candle, she must succeed on a Will save (DC 20) or be shaken for as long as she remains within range of the flame, and for 1d4 rounds thereafter. If she fails this saving throw by more than 10 (a result of 9 0r less) she becomes frightened, instead. This is a mind-affecting fear effect, but the normal +4 bonus revenants gain on saving throws against mind-affecting effects does not apply.
Mirrors: Sylvia recoils before mirrors, and must stay at least five feet away from them, as long as they are strongly presented. She cannot touch or make melee attacks against a creature presenting a mirror in this way. Any creature holding Sylvia at bay in this manner must spend a standard action each round to do so. After one round, Sylvia can overcome his repulsion with a DC 25 Will save, and can act normally as long as she continues to make a DC 25 Will save each round.
Stakes: Sylvia is particularly vulnerable to being staked through the heart with a wooden stake. If Sylvia is helpless, any character can drive a wooden stake through her heart as a full-round action. Alternatively, a character holding a wooden stake can attempt to drive it through Sylvia’s heart even when she is still able to defend herself. Doing so is a standard action that provokes attacks of opportunity unless the attacker is specifically proficient with wooden stakes as weapons, and requires a melee attack (characters not specifically proficient with wooden stakes suffer a -4 penalty on this attack roll, due to being non-proficient). If the attack hits, Sylvia must succeed on a Fortitude save (DC 25), or else the stake is driven through her heart.
Regardless of the method by which Sylvia has a stake driven through her heart, the effects are the same: she suffers 4d8 points of piercing damage, to which damage reduction does not apply, and she is paralyzed for as long as the stake remains in place.
XAIKON REDBEAK
Male tengu revenant occultist 5
NE undead (augmented, risen)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 14, flat-footed 13 (+1 armor, +1 deflection, +3 Dex, +1 natural)
hp 25 (5d6+5)
Fort +1, Ref +5, Will +6
Immune risen immunities
Weaknesses blood dependency, fire, garlic, greater sunlight vulnerability, mirrors, stakes, sunlight vulnerability
OFFENSE
Speed 30 ft.
Melee masterwork bastard sword +2 (2d6-1swo/19-20) and bite -4 (1d3-1), or bite +1 (1d3-1)
Ranged masterwork light crossbow +6 (1d6/19-20)
Special Attacks cruomancy (cruomancer level 5th, maximum blood points 5), natural weapons
Spells Known (CL 5th, concentration +10)
2nd (5/day)—blindness/deafness (DC 17), web (DC 17)
1st (8/day)—charm person (DC 16), ray of enfeeblement (DC 16), reduce person (DC 16), sleep (DC 16)
0 (at will)—dancing lights, daze (DC 15), ghost sound (DC 15), light, ray of frost, read magic
STATISTICS
Str 8, Dex 16, Con 8, Int 10, Wis 12, Cha 21
Base Atk +2; CMB +1; CMD 15
Feats Blood Healing, Bouncing Spell, Pleasurable Bite, Subtle Bite, Vampire’s Bite, Vampiric Hypnosis, Vampiric Seduction
Skills Bluff +9, Diplomacy +9, Linguistics +4, Perception +3, Spellcraft +8, Stealth +3, Use Magic Device +13; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Common, Tengu
SQ blood magic, swordtrained
GEAR
Equipment amulet of natural armor +1, bracers of armor +1, cloak of resistance +1, headband of Charisma (+2), masterwork bastard sword, masterwork light crossbow with 40 bolts, ring of protection +1
Summary
One of the few tengu revenants, the black-feathered crow-man, often seen wearing his flamboyant red coat and wide-brimmed red hat, is a hard fellow to miss. Slightly lazy, and something of a playboy at heart, Xaikon takes very little seriously, and treats his undeath as an amusing game.
Xaikon specializes in spells that allow him to weaken or disable his prey, allowing him to drain them of their blood at his leisure. His preferred method of feeding is to use sleep, but in a pinch he can sap a victim’s strength with ray of enfeeblement, make them pint-sized with reduce person, or leave them blinded and unable to defend themselves with blindness deafness. In combat situations, these spells prove just as effective, and he also uses web to disable groups of foes simultaneously. If situations dictate, and he has enough blood points, he uses his blood magic ability to apply Bouncing Spell to his spells, to double their odds of affecting someone.
Feats and Special Abilities
Blood Magic (Su): Xaikon has learned how to tap into the life essence of the blood that he’s consumed in order to enhance his spells. By spending 2 blood points, he can choose to apply the effects of the Bouncing Spell metamagic feat to a spell as he casts it. This is a free action made as part of casting the spell, and doing so does not cause the spell to take up a higher-level spell slot, nor does it increase the casting time for the spell.
Bouncing Spell: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) Xaikon may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. A bouncing spell uses up a spell slot one level higher than the spell’s actual level.
Subtle Bite (Ex): If Xaikon uses his Vampire’s Bite feat on a victim who is sleeping or fascinated, he may choose to do so without waking them, or breaking the fascination. This allows him to use his Vampire’s Bite feat on creatures that are not helpless, as long as they are fascinated or unconscious. The target is entitled to a Perception check (opposed by Xaikon’s Stealth check) to notice the bite each round that Xaikon continues draining their blood. Sleeping victims suffer the normal -10 penalty to these Perception checks, and fascinated victims suffer the normal -4 penalty. Sleeping victims who notice the bite immediately awaken, and fascinated creatures who notice the bite immediately cease to be fascinated. In either case, if the target ceases to be fascinated or helpless, Xaikon can no longer use his Vampire’s Bite feat on them as a result of this feat.
Vampire’s Bite (Ex): As a full-round action that does not provoke attacks of opportunity, Xaikon can drain blood from an adjacent creature that is both living and either willing or helpless. Alternatively, he can drain blood from a creature that he has pinned in a grapple, in which case he does so instead of any other action when he successfully maintains the grapple. Either way, this inflicts 1 point of Constitution damage on the target per round that Xaikon continues the attack. For every 5 points of Constitution damage inflicted in this way, Xaikon gains a single blood point. Only Constitution damage inflicted to the same creature in consecutive rounds is counted for the purposes of this ability (for example, inflicting 2 points of Constitution damage on one target, and then inflicting 3 points of Constitution damage on another target several minutes later would not cause you to gain 1 blood point).
Vampiric Hypnosis (Su): As a standard action, Xaikon can spend 1 blood point to hypnotize a single humanoid creature within 30 feet that can see him. The target must succeed on a Will save (DC 17) or become fascinated by Xaikon for as long as he continues to maintain the effect (a standard action), and for 1 round thereafter. Creatures with 6 or more Hit Dice are immune to this ability. If Xaikon is adjacent to the target, he can choose to maintain the effect and feed on the target as a single full-round action.
Vampiric Seduction (Su): Xaikon gains a +4 bonus on all Bluff and Diplomacy checks. If the target of the Bluff or Diplomacy check is normally attracted to male tengu, this bonus is doubled.
Weaknesses (Su): As a type of vampire, Xaikon has several weaknesses, outlined below.
Fire: Xaikon is exceptionally vulnerable to flames. He suffers half again as much damage (+50%) from any source that deals fire damage. Further, he also suffers a -4 penalty on saving throws made against spells or effects with the fire descriptor, and on saving throws made to avoid catching on fire or to stop being on fire once he already is. Finally, the very presence of fire can cause fear in Xaikon, and if he is within 30 feet of a flame larger than a candle, he must succeed on a Will save (DC 20) or be shaken for as long as he remains within range of the flame, and for 1d4 rounds thereafter. If he fails this saving throw by more than 10 (a result of 9 0r less) he becomes frightened, instead. This is a mind-affecting fear effect, but the normal +4 bonus revenants gain on saving throws against mind-affecting effects does not apply.
Garlic/Mirrors: Xaikon recoils before garlic and mirrors, and must stay at least five feet away from them, as long as they are strongly presented. He cannot touch or make melee attacks against a creature presenting such an item in this way. Any creature holding Xaikon at bay in this manner must spend a standard action to do so. After one round, Xaikon can overcome his repulsion with a DC 25 Will save, and can act normally as long as he continues to make a DC 25 Will save each round.
Stakes: Xaikon is particularly vulnerable to being staked through the heart with a wooden stake. If Xaikon is helpless, any character can drive a wooden stake through his heart as a full-round action. Alternatively, a character holding a wooden stake can attempt to drive it through Xaikon’s heart even when he is still able to defend himself. Doing so is a standard action that provokes attacks of opportunity unless the attacker is specifically proficient with wooden stakes as weapons, and requires a melee attack (characters not specifically proficient with wooden stakes suffer a -4 penalty on this attack roll, due to being non-proficient). If the attack hits, Xaikon must succeed on a Fortitude save (DC 25), or else the stake is driven through his heart.
Regardless of the method by which Xaikon has a stake driven through his heart, the effects are the same: he suffers 4d8 points of piercing damage, to which damage reduction does not apply, and he is paralyzed for as long as the stake remains in place.