vampire

Mikhael Leichtman

Note: This NPC was originally written as part of The Kriegan location, found here.

Mikhael Leichtman
Male human vampire nec 20: CR 22:
Small undead (augmented humanoid); Hit Dice 20d12; 120 hp; Init +8; Spd 20 ft. (4 squares); AC 25 (+4 Dex, +6 armor, +1 size, +6 natural, +4 deflection, +4 shadowstaff) (23 touch, 27 flat-footed); BAB/Grapple +10/+8; Atk touch +20 melee (1d6+2/19-20 plus energy drain, slam) or +12 melee (by spell) or +16 ranged (by spell); Full atk touch +16 melee (1d6+2/19-20 plus energy drain, slam) or +12 melee (by spell) or +16 ranged (by spell); SA blood drain, children of the night, create spawn, dominate, energy drain, spells; SQ alternate form, darkvision (60 ft.), DR 10/silver and magic, empathic link, fast healing 5, gaseous form, resistance to cold 10 and electricity 10, scry on familiar, spider climb, summon familiar, turn resistance +4, undead traits, vampire weaknesses; AL LE; SV Fort +8, Reflex +19, Will +14; Abilities Str 14, Dex 24, Con --, Int 26, Wis 15, Cha 24.
Skills and Feats: Bluff +17 (+7 Cha, +8 racial, +2 feat), Concentration +30 (23 ranks, +7 Cha), Craft (alchemy) +12 (4 ranks, +8 Int), Decipher Script +24 (16 ranks, +8 Int), Diplomacy +11 (+7 Cha, +2 feat, +2 synergy), Hide +14 (4 ranks, cross-class, +4 size, +8 racial), Intimidate +9 (+7 Cha, +2 feat), Knowledge (arcane) +31 (23 ranks, +8 Int), Knowledge (dungeoneering) +18 (10 ranks, +8 Int), Knowledge (geography) +18 (10 ranks, +8 Int), Knowledge (history) +31 (23 ranks, +8 Int), Knowledge (nobility & royalty) +18 (10 ranks, +8 Int), Knowledge (the planes) +18 (10 ranks, +8 Int), Knowledge (religion) +31 (23 ranks, +8 Int), Listen +17 (+7 Dex, +8 racial, +2 feat), Move Silently +15 (+7 Dex, +8 racial), Search +16 (+8 Int, +8 racial), Sense Motive +15 (4 ranks, cross-class, +3 Wis, +8 racial, +2 feat), Speak Language +4 (8 ranks, cross-class), Spellcraft +35 (23 ranks, +8 Int, +2 feat, +2 synergy), Spot +13 (+3 Wis, +8 racial, +2 feat), Use Magic Device +11 (+13 involving scrolls) (4 ranks, cross-class, +7 Cha, +2 feat); Alertness, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Focus (necromancy), Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Magical Aptitude, Negotiator, Maximize Spell, Persuasive, Scribe Scroll, Spell Focus (necromancy), Weapon Finesse, Weapon Focus (slam).
Familiar: Mikhael Leichtman has selected a rat as his familiar (detailed below). He has named the rat Bones.
Graduate: Mikhael Leichtman is a graduate of The Kriegan. He gains the Greater Spell Focus (necromancy) feat and 5 skill ranks to place in Knowledge skills. His undead servant is a shadow.
Specialist: Mikhael Leichtman has specialized in the school of necromancy. His prohibited schools are conjuration and transmutation.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This is reflected in the above stat block.
Typical Wizard Spells Prepared (5/7/7/7/7/6/6/6/6/5; DC 18 + spell level, or 20 + spell level for spells from the school of necromancy): 0th—detect magic, disrupt undead*, light (x2), read magic; 1st—chill touch (x2), comprehend languages, identify, ray of enfeeblement*, shield, true strike; 2nd—command undead (x2), darkness, false life*, ghoul touch, invisibility, spectral hand; 3rd—dispel magic, halt undead*, lightning bolt, tongues (x2), vampiric touch (x2); 4th—animate dead (x3), bestow curse, charm monster, enervation*, maximized ray of enfeeblement; 5th—bestow curse, hold monster (x2), magic jar*, maximized touch of idiocy (x2); 6th—analyze dweomer, circle of death (x2), create undead*, legend lore, undeath to death; 7th—control undead*, finger of death (x2), greater scrying, maximized enervation (x2); 8th—create greater undead (x2*), horrid wilting (x2), mass charm monster, maximized undeath to death; 9th—astral projection, soul bind*, wail of the banshee (x2), wish.
*Specialist spell slot
Wizard Spellbook Contents:
0th—all spells from the sor/wiz cantrip list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 1st—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 2nd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 3rd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 4th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 5th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 6th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 7th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 8th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 9th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools.
Languages:
Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc, Undercommon
Possessions:
Amulet of mighty fists +2, bracers of armor +6, cloak of Charisma +6, gloves of Dexterity +6, headband of Intellect +6, noble’s outfit, potion of inflict serious wounds, ring of chameleon power, ring of protection +4, shadowstaff*, spell component pouch, spellbooks (dozens containing every sor/wiz spell from the Player’s Handbook except those of the conjuration and transmutation schools).
*Shadowstaff is the badge of rank that marks Mikhael as The Kriegan’s dean. It passes from dean to dean, as needed. Mikhael has held the position for 23 years.

Bones
Tiny Magical Beast (rat)
Hit Dice:
20d8 (60hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
AC: 24 (+2 size, +2 Dex, +10 natural), touch 14, flat-footed 22
BAB/Grapple: +10/-2
Attack: Bite +12 melee (1d3-4)
Full Attack: Bite +12 melee (1d3-4)
Special Attacks: Deliver touch spells
Special Qualities: Empathic link, low-light vision, improved evasion, share spells, scent, speak with master, speak with rats, SR 25
Saves: Fort +6, Ref +10, Will +13
Abilities: Str 2, Dex 15, Con 10, Int 15, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Feats: Lightning Reflexes

Skills: Rats have a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus on Balance, Climb and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Personality:
Mikhael Leichtman is a bitter man. He treasures his unlife as a vampire, but has been made cold and bitter by living with the stigma that comes with having spent almost his entire life in the body of a 10 year old boy. At just over 250 years old, Mikhael barely remembers anything before he was attacked and turned into a vampire, but his life afterward was difficult. Eventually, he learned to get by in the world, mostly by using people and in seeking to understand his condition, he began studying the art of necromancy. Today he is one of world’s top experts on the subject, but he still struggles with the social and sexual limitations of his physical immaturity, which often manifests as a cold, hateful streak. Some of the students whisper that when his melancholy boils over, students have a habit of disappearing.

Teaching Style:
While Mikhael Leichtman was once a professor, he no longer teaches students. His job is to handle the day-to-day concerns of the school and the administration. Unless a grievance serious enough to require his attention is brought before him, Mikhael usually doesn’t have much interaction with a student after her tuition is paid, and that’s how he prefers it. Mikhael has little enough patience with the average person, and much less so from people who want something from him, especially if he believes they look askance at him because of his physical appearance.

Creation notes for editor:

Mikhael Leichtman’s starting abilities were Str 8, Dex 14, Con 10, Int 15, Wis 13, Cha 12. He has been a vampire since before gaining his first class level. His ability increases at levels 4, 8 and 12 increased his Intelligence, while levels 16 and 20 increased his Charisma. He has 24 skill points for being human, 5 for being a graduate and 150 skill points from his class levels. His skills were calculated without Int-increasing magic items (headband of intellect) involved.

Vampire Hunter (Prestige Class)

Adventurers often lead a very difficult life, fraught with peril and danger that can strike out at any time. Deadly traps, harsh climates and hostile monsters are among the many dangers that plague those that follow a heroic adventuring lifestyle. Despite the high number of dangers, though, most adventurers never reach the level of danger that a professional vampire hunter must contend with. While the average adventurer constantly risks his life, a vampire hunter constantly risks his very soul becoming, quite literally, the thing he hates the most.

Vampire hunters come from all walks of life. One is as likely to use arcane magic as the next is likely to use an axe. Clerics are likely candidates to become vampire hunters, followed by paladins. Both of these classes have the prime skill set for the job, though the lack of a spellcasting progression does limit the number of cleric or paladin vampire hunters considerably. With their high Will saves, sorcerers and wizards make good vampire hunters, as they can better resist the vampire’s dominate ability. Warriors such as fighters, barbarians and rangers also make fair vampire hunters, since their potent combat abilities help them to both stay alive and to destroy their foes. Rogues and many experts may make good vampire hunters due to the sheer number of skills they possess, many of which allow them to sneak into a vampire’s lair and attack before it even knows they’re there.

While the occasional lone slayer makes a name for himself, most vampire hunters see the value in working with others. Vampires are intelligent and tricky foes and having someone to watch your back is always a good idea. This is not to suggest that vampire hunters share the same ethos, though. As they come from all manner of professions, vampire hunters also have all manner of outlooks. Good vampire hunters are likely to be crusaders, hunting down vampires to protect innocent lives. On the reverse side of the coin, evil vampire hunters are likely to use innocent people as bait to draw out their hated foe so they can destroy it.

Hit Die: d8

Requirements
Skills: Heal 4 ranks, Knowledge (religion) 8 ranks
Feats: Iron Will
Special: The character must survive an encounter with a vampire or vampire spawn that has a higher CR than the character’s level.

Class Skills:
The vampire hunter’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis) and Spot (Wis). See Chapter 4 in the Player's Handbook for skill descriptions.

Skill Points per Level: 2 + Int modifier.

Level BaB Fort Save Reflex Save Will Save Special
1 +0 +2 +0 +2 Hunter of the dead
2 +1 +3 +0 +3 Extra damage +1d6
3 +2 +3 +0 +3 Strong will, detect undead
4 +3 +4 +1 +4 Extra damage +2d6
5 +3 +4 +1 +4 Repellant, spurn undeath

Class Features All the following are class features of the vampire hunter class.

Weapon and Armor Proficiency: Vampire hunters are proficient with all simple weapons and gain Exotic Weapon Proficiency with the wooden stake and light armor.

Hunter of the Dead: A vampire hunter learns to ferret out information that helps him to track his foul prey. A vampire hunter gains a bonus equal to his class level on all Gather Information, Knowledge (history), Knowledge (religion) and Survival checks related to tracking or locating vampires.

Extra Damage: Through many encounters with vampires and their cursed spawn, the vampire hunter learns the best ways to make use of a simple wooden stake when fighting his enemies. If the vampire hunter waits for an opening in his opponent’s defenses, he can make sure his attack has the best chance of pushing through to the beast’s black heart. The vampire hunter may spend a full-round action to make a single attack against a vampire or vampire spawn with a wooden stake. If the attack is successful, the vampire hunter deals 1d6 extra damage. At 4th level this damage increases to 2d6. This damage does not stack with any extra damage granted by the sneak attack ability, nor does it allow the vampire hunter to make critical hits against the undead.

Strong Will: Vampire hunters have an almost fanatical desire to destroy their prey and would never willingly consider working with or for a vampire. At 4th level, the vampire hunter gains a +4 bonus on all Will saves against a vampire’s dominate ability.

Detect Undead (Su): A vampire hunter learns many of the tricks that the undead use to hide themselves from those who would hunt them. At 3rd level, a vampire hunter may use detect undead as a free action a number of times equal to his class level per day.

Repellent: At 5th level, a vampire hunter’s will has become so strong that he can prevent vampires and their spawn from attacking friends and comrades that remain close to him. When the vampire hunter proffers a mirror or holy symbol, the distance a vampire must stay from him increases to 15 feet. Encroaching within 15 feet of a recoiling vampire ends the effect.

Spurn Undeath: The vampire hunter has developed such an intolerable hatred of the undead that his very soul rebels against the thought of joining their ranks. At 5th level, the vampire hunter never need worry about becoming undead. He will not rise from his grave, even if killed by an attack or spell that would normally render him undead.

Enway, Bleak Cartel Chairman

Male human vampire necromancer 8/cartel magus 7: CR 17; Medium undead (augmented human); Hit Dice 15d12; 103 hp; Init +7; Spd 30 ft.

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