The Demented One
2009-08-27, 10:17 AM
Vampiric Magus
Vampires consider themselves majestic creatures, lords among the ranks of the undead. Thus, it is unsurprising that many nightwalkers are drawn to the noble art of the arcane. Blending their innate profane power with the magic achieved through sheer force of will, these vampiric magi are feared above almost all other dark mages.
Hit Dice
d12
Requirements
To qualify to become a Vampiric Magus, you must fulfill all the following criteria.
Alignment: Any evil
Race: Vampire, Vampire Spawn, or Half-Vampire. Alternatively, must have the Vampiric bloodline.
Feats: Spell Focus (Necromancy), Greater Spell Focus (Necromancy)
Skills: Concentration 10 ranks, Spellcraft 10 ranks
Spells: Able to spontaneously cast 3rd level arcane spells of the necromancy school
Class Skills
The Vampiric Magus’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Necrotic Lore, Touch of Enervation|+1 level of arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Children of the Grave, Necrotic Lore|+1 level of arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Spared from the Sun, Necrotic Lore|+1 level of arcane spellcasting class
4th|
+2|
+1|
+1|
+4|Necropotence, Necrotic Lore|+1 level of arcane spellcasting class
5th|
+2|
+1|
+1|
+4|Drain Magic, Necrotic Lore|+1 level of existing spellcasting class[/table]
Class Features
All the following are class features of the Vampiric Magus prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Spellcasting
Whenever you gain a new Vampiric Magus level, you gain new spells per day and spells known as if he had also gained a level in whatever spontaneous arcane spellcasting class in which you could cast 3rd-level spells before he added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Necrotic Lore (Ex)
At each level, you learn one necromancy spell drawn from the Wizard/Sorcerer spell list as a bonus spell known. The spell may be of any level other than the highest level of spell you can currently cast.
Touch of Enervation (Su)
You may use your energy drain ability with touch attacks, instead of just your slam attack. You may still only use it once per round.
Children of the Grave (Su)
At 2nd level, whenever you use your children of the night ability to summon animals, you may choose to apply either the skeleton or zombie template to all summoned creatures. All summoned creatures are treated as being your familiar, your effective level for determining the benefits they gain is equal to your highest arcane caster level. However, you suffer no ill effects if these summoned “familiars” are killed. In addition, whenever you use your alternate form ability to take on an animal’s shape, you gain either the skeleton or zombie template for as long as you remain in the animal form. If you are a vampire spawn or half-vampire, you do not gain this ability. Instead, you gain either the alternate form or children of the night ability of a full vampire.
Spared from the Sun (Su)
At 3rd level, you may as a standard action expend a spell slot that could have been used to cast a necromancy spell you know. If you do, you become immune to the deleterious effects of sunlight for a number of minutes equal to the spell slot’s level.
Necropotence (Su)
At 4th level, whenever you cast an arcane necromancy spell, you gain turn resistance equal to the spell’s level until the beginning of your next round.
Drain Magic (Su)
At 5th level, whenever you use your blood drain ability to deal Con damage to a creature, you feast on its soul, dealing an equal amount of Cha damage. You gain a number of bonus spell slot whose levels do not total any greater than the total amount of Cha damage dealt throughout the course of the grapple. These bonus spell slots can only be used to cast necromancy spells. The bonus spell slot lasts until you next rest to regain spell slots.
Vampires consider themselves majestic creatures, lords among the ranks of the undead. Thus, it is unsurprising that many nightwalkers are drawn to the noble art of the arcane. Blending their innate profane power with the magic achieved through sheer force of will, these vampiric magi are feared above almost all other dark mages.
Hit Dice
d12
Requirements
To qualify to become a Vampiric Magus, you must fulfill all the following criteria.
Alignment: Any evil
Race: Vampire, Vampire Spawn, or Half-Vampire. Alternatively, must have the Vampiric bloodline.
Feats: Spell Focus (Necromancy), Greater Spell Focus (Necromancy)
Skills: Concentration 10 ranks, Spellcraft 10 ranks
Spells: Able to spontaneously cast 3rd level arcane spells of the necromancy school
Class Skills
The Vampiric Magus’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Necrotic Lore, Touch of Enervation|+1 level of arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Children of the Grave, Necrotic Lore|+1 level of arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Spared from the Sun, Necrotic Lore|+1 level of arcane spellcasting class
4th|
+2|
+1|
+1|
+4|Necropotence, Necrotic Lore|+1 level of arcane spellcasting class
5th|
+2|
+1|
+1|
+4|Drain Magic, Necrotic Lore|+1 level of existing spellcasting class[/table]
Class Features
All the following are class features of the Vampiric Magus prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Spellcasting
Whenever you gain a new Vampiric Magus level, you gain new spells per day and spells known as if he had also gained a level in whatever spontaneous arcane spellcasting class in which you could cast 3rd-level spells before he added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Necrotic Lore (Ex)
At each level, you learn one necromancy spell drawn from the Wizard/Sorcerer spell list as a bonus spell known. The spell may be of any level other than the highest level of spell you can currently cast.
Touch of Enervation (Su)
You may use your energy drain ability with touch attacks, instead of just your slam attack. You may still only use it once per round.
Children of the Grave (Su)
At 2nd level, whenever you use your children of the night ability to summon animals, you may choose to apply either the skeleton or zombie template to all summoned creatures. All summoned creatures are treated as being your familiar, your effective level for determining the benefits they gain is equal to your highest arcane caster level. However, you suffer no ill effects if these summoned “familiars” are killed. In addition, whenever you use your alternate form ability to take on an animal’s shape, you gain either the skeleton or zombie template for as long as you remain in the animal form. If you are a vampire spawn or half-vampire, you do not gain this ability. Instead, you gain either the alternate form or children of the night ability of a full vampire.
Spared from the Sun (Su)
At 3rd level, you may as a standard action expend a spell slot that could have been used to cast a necromancy spell you know. If you do, you become immune to the deleterious effects of sunlight for a number of minutes equal to the spell slot’s level.
Necropotence (Su)
At 4th level, whenever you cast an arcane necromancy spell, you gain turn resistance equal to the spell’s level until the beginning of your next round.
Drain Magic (Su)
At 5th level, whenever you use your blood drain ability to deal Con damage to a creature, you feast on its soul, dealing an equal amount of Cha damage. You gain a number of bonus spell slot whose levels do not total any greater than the total amount of Cha damage dealt throughout the course of the grapple. These bonus spell slots can only be used to cast necromancy spells. The bonus spell slot lasts until you next rest to regain spell slots.