XaiJu
Quests Of Change
Quests Of Change

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Cursed Class: Vampire (Alpha 0.1)

Vampires are a feared corrupting influence within several regions within the Realm of Mortals. While some aim to subjugate others, converting them into their hypnotized thralls, the bite of a vampire is capable of corrupting a creature, converting them into a vampire itself. While he magics and powers of a vampire are quite powerful, they are known to overtake a creature, replacing their previously accessible abilities with that of a vampire. While many view vampirism as a curse, their are many who view it as a boon and a source of superiority, with storied vampire bloodlines having somewhat significant influence within particular regions of Luné and Centrilia.

Upon gaining a level in this class, your skin becomes pale, your iris's become black or yellow (whichever was the color of the eyes of the vampire that provided you with this class level), and your canine teeth become long and pointed.

If a character's class levels are replaced with Vampire, their stats receive the following augmentations:

HP: +0

Will:  +0

MP: +0

Strength: +1

Mind: +1

Defense: +1

Resolve: -2

Finesse: +1

Evasion: +1

Speed: +2

Awareness: +1

Diplomacy: +1

Knowledge: +1

Physicality: +1

Subtlety: +1

When a character's class levels are replaced with Vampire class levels, they automatically gain the following abilities.

Vampiric Nature: Your transformation into a vampire has altered your physiology in the following ways:

-You no longer age.
-You no longer need to breathe.
-You are resistant to Ice and Dark Damage
-You are Vulnerable to Fire and Light Damage

Vampiric Drain: You gain the following action in combat:

Action: Two-Handed

MP: 0

Range: 1

Accuracy Dice: 1d6 + Finesse

Damage: 1d6 Physical + 1d6 Dark + Strength

Damage Type: Physical + Dark

Additional Effects: Using your vampiric fangs, you drain the essence from your target. Regain an amount of HP equal to the amount of Physical damage this attack deals and an amount of Will equal to the amount of Dark damage this attack deals. Whenever you deal damage to a creature using this ability, roll 1d6. On a roll of a 6, vampirisms grasp tightens its hold on you. Gain +3 finesse and Strength until your next turn as vampiric magic temporarily empowers you and replace one of your non-Vampire levels with a level of Vampire.

Vampiric Thirst: For every 24 hours you go without using your Vampiric Drain ability, each of your combat stats except for Finesse are reduced by -1.

For each additional class level after one that is replaced with Vampire class levels, gain one of the following abilities. Based on the circumstance, a GM may have the source of the Vampire class levels dictate which abilities are taken rather than the player.

Vampiric Movement: You are capable of flight, with your flying movement being equal to your walking movement. Additionally, you are capable of walking on walls and ceilings at a speed equal to your walking movement.

Vampire Caster: (May be taken any number of times) You learn one spell from the Vampire spell list. If you were a spellcaster prior to gaining levels in Vampire, you may instead learn one spell from your prior class's spell list.

Vampiric Charm: When making a subtlety roll to lie or when making a diplomacy check, if the target doesn't have any levels of priest and isn't an angel, you may spend 5 MP any number of times. For each time you do, add 1d4 to the roll.

Improved Drain: (You may take this ability up to five times). Choose either Physical or Dark. When using Vampiric Drain, increase the chosen damage type by 1d6.

Infectious Drain: (Must be taken at level 6): When you defeat a creature using Vampiric Drain, replace one of their class levels with one level of Vampire.

Hypnotic Glare: If a creature starts its turn within two spaces of you, you may spend a one-handed action to flash your eyes and attempt to beguile that creature. If that creature's resolve is 5 or less it is immediately affected by this ability. Otherwize it must roll 1d4, becoming affected on a roll of a 1-2 if its resolve is 6-12, becoming affected on a roll of a 1 if the target's resolve is 13+. If affected that creature is hypnotized until the end of your next turn. While hypnotized this way, that creature cannot move or take actions. If that creature sustains damage from a source other than your Vampiric Drain, this effect ends prematurely.

Mind-Breaking Drain: Your Vampiric Drain is augmented to only target a creature's will. When you attack a creature with Vampiric Drain, you may replace all Physical and Dark damage it would deal  with Psychic Damage.

Create Thrall: (Prerequisite: Hypnotic Glare) If you would defeat a creature with Vampiric Drain while they are under the effects of Hypnotic Glare or they are hypnotized by a spell you cast, that creature becomes your thrall. If a creature becomes your thrall this way, you may choose to have it not gain a level of Vampire if you have Infectious Drain. While a creature is your thrall, it is Hypnotized by you until it undergoes a ritual of purification, obeying verbal commands you give it.

Lord of Darkness: (You must be level 10 or greater to gain this ability): You lose Dark damage resistance and instead gain Dark damage absorption.

Vampire Progenitor: (You may only gain this ability if you have 15 levels in the Vampire class) Whenever you deal damage to a creature with Vampiric Drain, it immediately gains one level of Vampire. Additionally, that creature must roll 1d4. On a roll of a 1, it gains the Vampiric Loyalist personality trait. Vampiric Loyalist: You view the creature that afflicted you with vampirism with adoration and seek to spread vampirism in their name. You cannot willingly target that vampire with attacks or harmful effects. Additionally, you are compelled to obey verbal commands it give you that don't directly put you in harms way.


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