Wednesday, January 5, 2011

Campaign Design - Sorcerer Heritages: Tunar-Touched


Tunar, the Demon Queen of Vampires, has touched your ancestors. While you don’t experience the hunger of a vampire, you do enjoy power that originates from a necrotic taint that entered your bloodline sometime in the past.

Heritage Arcana: Whenever you cast a mind-affecting spell, increase the DC +2.

Heritage Powers: You have mastered the art of treading so close to undeath - particularly the children of the night - that you nearly have become one of the cursed yourself.
  • Vampiric Touch (Su): At 1st level, you gain a slam attack that deals 1d6 hp damage, and your successful slam causes mortal creatures to bleed. This is as the cantrip, but affects non-dying creatures (1 hit point per round until healed or stabilized by the Heal skill). You also gain darkvision with a range of 30 feet.

  • Vampiric Power (Su): At 3rd level, you gain DR 5/silver, cold resistance 10, electricity resistance 10, and you no longer have a reflection in a mirror or cast a shadow. You can use polymorph on yourself as a spell-like ability three times per day, but can only assume the shape of a dire rat, dire bat, or wolf.

  • Vampiric Swarm (Su): At 9th level, you can summon rats, bats, or wolves, as per the children of the night special ability on page 252 of the Monster Manual. The range of your darkvision increases to 60 feet.

  • Vampiric Mist (Su): At 15th level, you gain the ability to assume gaseous form at will as a standard action (caster level 9th), but can remain gaseous indefinitely with a fly speed of 20 feet with perfect maneuverability.

  • Death Supreme (Su): At 20th level, your vampiric nature becomes complete. You no longer have a pulse or a body temperature. You gain DR 10/silver, immunity to poison, paralysis, and sleep attacks, as well as fast healing 2. Undead creatures consider you one of their own unless you attack them. You also gain the slam, blood drain, and domination attacks of a true vampire.
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