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Date Created: January 20
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{{#set:Summary= The only thing more terrifying than a Twilight Vampire, is a High Vampire of the Twilight. These Twilight Masters can exist in the real world and the Twilight at the same time, making them terrifying warriors. |Length= 10 |Base Attack Bonus Progression= Good |Fortitude Save Progression= Good |Reflex Save Progression= Poor |Will Save Progression= Good |Class Ability= Spell Mastery |Class Ability Progression= Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

High Magician[]

This is an Advanced Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

High Vampires of the Twilight are terrifying personifications of the Realm that all Others draw power from. Where Vampires are Masters of the Twilight, High Vampires literally are the Twilight. One of their primary abilities is one that allows them to exist in the Twilight and the Real World at the same time.

Making a High Vampire of the Twilight[]

Only Vampires can become High Vampires, for obvious reasons.

Abilities: As with any Twilight Spellcasters, Intelligence, Wisdom, and Charisma are your most important stats, followed closely by Constitution and Dexterity.

Alignment: Any

Requirements: Twilight Vampire 10. Knowledge (Twilight) 8 ranks.

Wealth Bonus: +3

Action Points: 8 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The High Vampire of the Twilight

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +1 +2 +2 +2 Domination 1
2nd +2 +3 +3 +3 Greater Twilight Mastery 2
3rd +3 +3 +3 +3 Improved Spell Mastery 2
4th +4 +4 +4 +4 - 3
5th +5 +4 +4 +4 Bat Form. 4
6th +6/+1 +5 +5 +5 Advanced Spell Mastery 4
7th +7/+2 +5 +5 +5 - 5
8th +8/+3 +6 +6 +6 Dire Bat Form. 6
9th +9/+4 +6 +6 +6 Greater Spell Mastery 6
10th 10/+5 +7 +7 +7 Lord of the Night. 7

Class Skills (Skill Points::7 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the High Vampire of the Twilight:

Weapon and Armor Proficiency: The High Vampire of the Twilight Gains no Weapon or Armor Proficiencies.

Dominate: This ability works just like (And replaces) the Charm ability, except that the technique takes a Standard Action, rather than a Full-Round Action. In addition, they gain a +2 Bonus to their Dominate Checks, and +4 to all other Charisma Based Skills.

Greater Twilight Mastery: The Vampire becomes more adept at existing in the Twilight. He may exist in the Twilight and the Human World at the same time. From this point onward, the Vampire can use physical attacks against those in the Human world, but only when he is in the First Level of the Twilight.

Improved Spell Mastery: The Vampire gains access to a 3rd Level Dark spell that he may use 3/day.

Bat Form: The Vampire may turn into a normal bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of a normal Bat's. He does not use Echolocation, choosing to look directly through the Twilight.

Advanced Spell Mastery: The Vampire gains access to a 4th Level Dark Spell that he may use 3/day

Bat Form: The Vampire may turn into a Dire Bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of a Dire Bat's. He does not use Echolocation, choosing to look directly through the Twilight. In addition, his bite attack deals 1d4 points of Constitution Damage.

Greater Spell Mastery: The Vampire gains access to a 5th Level Dark Spell that he may use 3/day

Lord of the Night: The Vampire becomes a paragon of Undeath. He gains +4 Constitution. Once per round, one of his melee attacks deal 1 point of Constitution Damage. Whenever he uses this ability, he gains 5 temporary HP.


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