Evil / Undead Class : Master Vampire
Any vampire can create spawn, but it takes a very special vampire to rule over an entire gang of minions. The master vampire uses its force of personality to control more spawn than any normal vampire could hope to rule.
As the name suggests, the master vampire must be a vampire, but the class of the master vampire can vary greatly. Master vampires are most common among charismatic character classes, including sorcerer, blackguard, rogue, and bard.
An NPC master vampire invariably rules a gang, tribe, or clan of lesser vampires and vampire spawn. It uses these minions as soldiers, guardians, or gatherers, depending on its goals.
Requirements
To qualify to become a Master Vampire, a character must fulfill all the following criteria:
- Special: The character must be a vampire (not a vampire spawn).
Special: The character must control at least two vampires or vampire spawn that it has created by means of its create spawn ability.
Class Skills
The master vampire's class skills are Bluff, Climb, Concentration, Diplomacy, Hide, Intimidate, Listen, Move Silently, Search, Sense Motive, and Spot.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the master vampire prestige class.
Weapon and Armor Proficiency: Master vampires gain no proficiency with any weapons, armor, or shields.
Spells Per Day/Spells Known: At each odd-numbered level, a master vampire gains new spells per day (and spells known, if applicable) as if it had also gained a level in a spellcasting class to which it belonged before adding the prestige class level. It does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the creature had more than one spellcasting class before becoming a master vampire, it must decide to which class to add each level for the purpose of determining spells per day and spells known.
More Spawn (Su): A master vampire adds its Charisma modifier to its Hit Dice to determine how many spawn it can have enslaved. For example, a master vampire with 10 HD and a Charisma of 18 is treated as having 14 HD for the purpose of determining its limit of controlled spawn, and therefore can enslave up to 28 HD of spawned vampires.
Turn Resistance (Ex): A master vampire's turn resistance is increased by 1 for each of its spawn within 60 feet.
Enhanced Spawn (Su): Any vampire or vampire spawn created by a master vampire of 2nd level or higher gains a +2 enhancement bonus to its Strength and Dexterity scores. If the master vampire is destroyed or releases the spawn from service, the spawn loses this bonus.
Master's Chosen (Su): At 3rd level, a master vampire can designate a single vampire or a vampire spawn that it created with its create spawn ability as its chosen. Doing this requires a 1-hour ritual during which the chosen must consume a small portion of the master's flesh. The chosen gains a +6 enhancement bonus to its Strength and Dexterity scores. The master can remove this designation as a standard action. If the master vampire is destroyed or releases the chosen from service, the chosen loses this bonus.
Master Vampire | Hit Die: d12 | ||||
---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special |
1st | +0 | +2 | +0 | +2 | More spawn, turn resistance, +1 level of existing spellcasting class |
2nd | +1 | +3 | +0 | +3 | Enhanced spawn |
3rd | +1 | +3 | +1 | +3 | Master's chosen, +1 level of existing spellcasting class |
Source: Libris Mortis