Mistah J
First Post
Hey!
So I was looking through the Book of Vile Darkness when I came upon the Lifedrinker PrC. I remembered that I liked the idea and that it was originally from Dragon Magazine #288 (well, I knew it was from Dragon I had to look up which issue...
). However, as I read through the class, I didn't like how it was built only for spellcasting vampires, especially considering the art that went with it in the Dragon magazine (I know that part of D&D 3.X is about breaking conventional race/class combos but if you look it up in the magazine it really doesn't seem to fit).
So I changed it.
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The LifeDrinker
For some vampires, the need for the blood of the living goes beyond mere sustenance. For these special few, blood becomes an incredible source of power that can be used to further increase their already awesome abilities. These vampires are the Lifedrinkers, and they are an even more fearsome breed than those that already stalk the night.
Lifedrinkers are vampires who have unlocked the inherent power of the blood they drink, focussing it within themselves to later draw upon when needed. This increase in power often lets a Lifedrinker move within vampire society as a leader, or at least carries an amount of respect or fear from their lesser kin. More so than regular vampires, Lifedrinkers like to have a large host of charmed or imprisoned living creatures in order to ensure a large supply of blood. Often, a Lifedrinker refers to its retinue as its “cattle.”
Hit Die: d12
Requirements
To qualify to become a lifedrinker, a character must fulfill all of the following criteria.
Alignment: Any evil
Race: Must have the Vampire Template
Feats: Necrotic Reserve
Special: The character must have dealt at least 100 points of Constitution damage to living creatures by way of his Blood Drain special attack. The damage can be done to any number of creatures over any length of time but all the blood must be consumed by the character.
Level Base Attack Fort Ref Will Special
1+0 +2 +2 +2 Lifewell, Invigorate
2+1 +3 +3 +3 Improved Necrotic Reserve
3+2 +3 +3 +3 Blood Scent
4+3 +4 +4 +4 Gift of Vitae
5+3 +4 +4 +4 Improved Invigorate
6+4 +5 +5 +5 Greater Blood Drain
7+5 +5 +5 +5 Potent Blood
8+6 +6 +6 +6 Gift of Vitae
9+6 +6 +6 +6 Greater Invigorate
10+7 +7 +7 +7 Blood Revel
Class Skills
The lifedrinker’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (any) (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the lifedrinker prestige class.
Weapon and Armour Proficiency: A lifedrinker is proficient with no weapons, armour, or shields.
Lifewell (Ex): A lifedrinker stores the life energy that it steals in a reservoir within itself called a lifewell. From this lifewell, the lifedrinker draws the power needed to use its abilities. A lifedrinker gains lifewell points by dealing Constitution damage with its Blood Drain attack. Each point of Constitution damage dealt grants 1 lifewell point. The lifewell of a lifedrinker can hold a maximum of 3 points per lifedrinker level. Lifewell points gained when the lifewell is already full are wasted.
If a lifedrinker reaches 0 lifewell points, it immediately takes 2d4 Wisdom damage; just as if it had failed to satiate its diet dependancy of blood (see pg 10 of Libris Mortis). As long as its lifewell remains at 0, a lifedrinker continues to automatically fail its satiation Will save every three days, otherwise following the aforementioned rules as normal.
(If you don’t have access, or you don’t use, Libris Mortis then use the following rules instead: If a lifedrinker reaches 0 lifewell points, it must succeed at a Will save (DC: 20) or go temporarily insane, attacking any living creature within sight until the lifewell has at least 1 point per lifedrinker level. A successful saving throw means that the lifedrinker need not make a saving throw against this temporary insanity until one week has passed - and even then only if the lifewell has remained at 0 points throughout the week.)
Invigorate (Ex): A lifedrinker can spend 1 lifewell point to gain 1d6 temporary hit points as a standard action. These hit points last 24 hours, and while they do not stack with those granted by other sources of temporary hit points, the do stack with more hit points gained from the invigorate ability, so a lifedrinker may spend multiple lifewell points to gain more temporary hit points. Only a number of lifewell points equal to a lifedrinker’s class level can be spent in this manner in a given 24 hour period.
Improved Necrotic Reserve (Ex): The power of a lifedrinker’s lifewell and necrotic reserve merge, making it difficult to truly destroy. From now on, whenever a lifedrinker is acting under the strength of its necrotic reserve, strenuous activity or damage taken simply reduces the lifedrinker’s lifewell points by 5. This ability also applies when the lifedrinker is exposed to conditions that would otherwise slay it instantly (such as exposure to sunlight or immersion in water). If a lifedrinker’s lifewell reaches 0 before its hit points can be restored, its necrotic reserve is expended and it suffers the normal effects on its round (forced into gaseous form if at 0 hit points, or destroyed if exposed to sunlight etc). However, because of the link to the lifewell, a lifedrinker can no longer gain the necrotic reserve by way of bestowing negative levels, only by damaging a living creatures Constitution score with its Blood drain attack will suffice. (See page 28 of Libris Mortis for details on the Necrotic Reserve feat).
(If you don't have access, or you don't use Libris Mortis then use the following rule instead: Whenever a Lifedrinker is brought to 0 or less hit points, it is not automatically forced to assume gaseous form. Instead, it looses 5 lifewell points and suffers the same penalties as if it were under the effects of a slow spell. This ability also applies when the lifedrinker is exposed to conditions that would otherwise slay it instantly (such as exposure to sunlight or immersion in water). If a lifedrinker’s lifewell reaches 0 before its hit points can be restored, it suffers the normal effects on its round (forced into gaseous form if at 0 hit points, or destroyed if exposed to sunlight etc).
Blood Scent (Ex): As a lifedrinker’s lust for blood grows, so to does its ability to detect it. At 3rd level a life drinker gains a modified scent ability. It can detect sources of blood, such as living creatures (but not including plants, oozes and other creatures that do not have blood) within a 60 ft. radius. For sources of exposed blood, such as injured creatures or blood stained objects, this range doubles and for copious amounts of blood (such as a creature suffering the effects of a wounding weapon or other bleeding effect) it triples. The lifedrinker’s sense of smell is so acute, that it can pinpoint the location of a blood source when within 20 ft.
Gift of Vitae (Su): A lifedrinker learns to invest lifewell points into its abilities, thereby enhancing their power. At 4th level, a lifedrinker may spend 4 lifewell points to either Empower one of its special abilities or increase any related DC by 2. This takes no time for the lifedrinker and is considered to be part of the action required to use the enhanced ability. For example, a lifedrinker could spend 4 lifewell points to Empower its blood drain attack, thus increasing the Constitution damage done by 1.5. Similarly, the lifedrinker could use those lifewell points to increase the Will save DC to resist its domination gaze by 2. Other abilities a lifedrinker might have, by virtue of its class or race before it became a vampire, can be enhanced in this manner although if the ability has both a variable numeric effect and a DC (such as a spell) each must be enhanced by a separate lifewell cost. At 8th level, a lifedrinker may spend 8 lifewell points in a like manner in order to Maximize a special ability or increase its DC by 4.
Improved Invigorate (Ex): A lifedrinker of 5th level can spend 1 lifewell point to heal itself of 1d6 points of damage as a standard action. Multiple lifewell points can be spent at one time to gain more healing. While there is no limit to how many lifewell points a lifedrinker may spend on this ability, it cannot restore lost temporary hit points.
Greater Blood Drain (Ex): A lifedrinker that reaches 6th level now deal 1d6 points of Constitution Damage with its blood drain attack.
Potent Blood (Su): Starting at 7th level, as long as the lifedrinker has more than half its maximum amount of lifewell points, its natural armour bonus and turn resistance increase by +4, its cold resistance and electricty resistance increase by +10 and its damage reduction increases to 15/silver and magic.
Greater Invigorate (Ex): When a 9th level lifedrinker uses its invigorate ability (but not improved invigorate), it gains a +1 enhancement bonus to either its Str or Dex for each lifewell point spent. If multiple lifewell points are spent at the same time, the bonus is correspondingly larger and may be divided between the two abilities as desired. For example, a lifedrinker that spends 10 lifewell points gains 10d6 temporary hit points and a +10 enhancement bonus that is split between its Str and Dex (+10 to one and +0 to the other, or +5 to each, or some other combination). The enhancement bonus lasts for 24 hours.
Blood Revel (Su): At 10th level, a lifedrinker can choose to enter a state called a blood revel as a swift action at the beginning of its round. Entering a blood revel costs 3 lifewell points and another 3 must be spent each round in order to maintain it. In this state, a lifedrinker gains a +4 profane bonus to Str and Dex, its fast healing ability is increased to 10 and it gains the benefits of being under the effect of a haste spell. In addition, if the lifedrinker’s Potent Blood ability was active at the time the blood revel starts, it remains active for the duration of the blood revel even if the lifedrinker no longer has enough lifewell points. However, while in a blood revel, a lifedrinker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast any spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A lifedrinker can use any feat it has except Combat Expertise, item creation feats, and metamagic feats. A blood revel ends when the lifedrinker chooses or is forced to because it can no longer maintain the lifewell point cost. Once the blood revel ends, the lifedrinker’s lifewell is immediately reduced to 0, and the lifedrinker suffers the normal effects.
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That's it!
Feedback is always appreciated,
So I was looking through the Book of Vile Darkness when I came upon the Lifedrinker PrC. I remembered that I liked the idea and that it was originally from Dragon Magazine #288 (well, I knew it was from Dragon I had to look up which issue...

So I changed it.
-----------------------------------------------------------------------------------------
The LifeDrinker
For some vampires, the need for the blood of the living goes beyond mere sustenance. For these special few, blood becomes an incredible source of power that can be used to further increase their already awesome abilities. These vampires are the Lifedrinkers, and they are an even more fearsome breed than those that already stalk the night.
Lifedrinkers are vampires who have unlocked the inherent power of the blood they drink, focussing it within themselves to later draw upon when needed. This increase in power often lets a Lifedrinker move within vampire society as a leader, or at least carries an amount of respect or fear from their lesser kin. More so than regular vampires, Lifedrinkers like to have a large host of charmed or imprisoned living creatures in order to ensure a large supply of blood. Often, a Lifedrinker refers to its retinue as its “cattle.”
Hit Die: d12
Requirements
To qualify to become a lifedrinker, a character must fulfill all of the following criteria.
Alignment: Any evil
Race: Must have the Vampire Template
Feats: Necrotic Reserve
Special: The character must have dealt at least 100 points of Constitution damage to living creatures by way of his Blood Drain special attack. The damage can be done to any number of creatures over any length of time but all the blood must be consumed by the character.
Level Base Attack Fort Ref Will Special
1+0 +2 +2 +2 Lifewell, Invigorate
2+1 +3 +3 +3 Improved Necrotic Reserve
3+2 +3 +3 +3 Blood Scent
4+3 +4 +4 +4 Gift of Vitae
5+3 +4 +4 +4 Improved Invigorate
6+4 +5 +5 +5 Greater Blood Drain
7+5 +5 +5 +5 Potent Blood
8+6 +6 +6 +6 Gift of Vitae
9+6 +6 +6 +6 Greater Invigorate
10+7 +7 +7 +7 Blood Revel
Class Skills
The lifedrinker’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (any) (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the lifedrinker prestige class.
Weapon and Armour Proficiency: A lifedrinker is proficient with no weapons, armour, or shields.
Lifewell (Ex): A lifedrinker stores the life energy that it steals in a reservoir within itself called a lifewell. From this lifewell, the lifedrinker draws the power needed to use its abilities. A lifedrinker gains lifewell points by dealing Constitution damage with its Blood Drain attack. Each point of Constitution damage dealt grants 1 lifewell point. The lifewell of a lifedrinker can hold a maximum of 3 points per lifedrinker level. Lifewell points gained when the lifewell is already full are wasted.
If a lifedrinker reaches 0 lifewell points, it immediately takes 2d4 Wisdom damage; just as if it had failed to satiate its diet dependancy of blood (see pg 10 of Libris Mortis). As long as its lifewell remains at 0, a lifedrinker continues to automatically fail its satiation Will save every three days, otherwise following the aforementioned rules as normal.
(If you don’t have access, or you don’t use, Libris Mortis then use the following rules instead: If a lifedrinker reaches 0 lifewell points, it must succeed at a Will save (DC: 20) or go temporarily insane, attacking any living creature within sight until the lifewell has at least 1 point per lifedrinker level. A successful saving throw means that the lifedrinker need not make a saving throw against this temporary insanity until one week has passed - and even then only if the lifewell has remained at 0 points throughout the week.)
Invigorate (Ex): A lifedrinker can spend 1 lifewell point to gain 1d6 temporary hit points as a standard action. These hit points last 24 hours, and while they do not stack with those granted by other sources of temporary hit points, the do stack with more hit points gained from the invigorate ability, so a lifedrinker may spend multiple lifewell points to gain more temporary hit points. Only a number of lifewell points equal to a lifedrinker’s class level can be spent in this manner in a given 24 hour period.
Improved Necrotic Reserve (Ex): The power of a lifedrinker’s lifewell and necrotic reserve merge, making it difficult to truly destroy. From now on, whenever a lifedrinker is acting under the strength of its necrotic reserve, strenuous activity or damage taken simply reduces the lifedrinker’s lifewell points by 5. This ability also applies when the lifedrinker is exposed to conditions that would otherwise slay it instantly (such as exposure to sunlight or immersion in water). If a lifedrinker’s lifewell reaches 0 before its hit points can be restored, its necrotic reserve is expended and it suffers the normal effects on its round (forced into gaseous form if at 0 hit points, or destroyed if exposed to sunlight etc). However, because of the link to the lifewell, a lifedrinker can no longer gain the necrotic reserve by way of bestowing negative levels, only by damaging a living creatures Constitution score with its Blood drain attack will suffice. (See page 28 of Libris Mortis for details on the Necrotic Reserve feat).
(If you don't have access, or you don't use Libris Mortis then use the following rule instead: Whenever a Lifedrinker is brought to 0 or less hit points, it is not automatically forced to assume gaseous form. Instead, it looses 5 lifewell points and suffers the same penalties as if it were under the effects of a slow spell. This ability also applies when the lifedrinker is exposed to conditions that would otherwise slay it instantly (such as exposure to sunlight or immersion in water). If a lifedrinker’s lifewell reaches 0 before its hit points can be restored, it suffers the normal effects on its round (forced into gaseous form if at 0 hit points, or destroyed if exposed to sunlight etc).
Blood Scent (Ex): As a lifedrinker’s lust for blood grows, so to does its ability to detect it. At 3rd level a life drinker gains a modified scent ability. It can detect sources of blood, such as living creatures (but not including plants, oozes and other creatures that do not have blood) within a 60 ft. radius. For sources of exposed blood, such as injured creatures or blood stained objects, this range doubles and for copious amounts of blood (such as a creature suffering the effects of a wounding weapon or other bleeding effect) it triples. The lifedrinker’s sense of smell is so acute, that it can pinpoint the location of a blood source when within 20 ft.
Gift of Vitae (Su): A lifedrinker learns to invest lifewell points into its abilities, thereby enhancing their power. At 4th level, a lifedrinker may spend 4 lifewell points to either Empower one of its special abilities or increase any related DC by 2. This takes no time for the lifedrinker and is considered to be part of the action required to use the enhanced ability. For example, a lifedrinker could spend 4 lifewell points to Empower its blood drain attack, thus increasing the Constitution damage done by 1.5. Similarly, the lifedrinker could use those lifewell points to increase the Will save DC to resist its domination gaze by 2. Other abilities a lifedrinker might have, by virtue of its class or race before it became a vampire, can be enhanced in this manner although if the ability has both a variable numeric effect and a DC (such as a spell) each must be enhanced by a separate lifewell cost. At 8th level, a lifedrinker may spend 8 lifewell points in a like manner in order to Maximize a special ability or increase its DC by 4.
Improved Invigorate (Ex): A lifedrinker of 5th level can spend 1 lifewell point to heal itself of 1d6 points of damage as a standard action. Multiple lifewell points can be spent at one time to gain more healing. While there is no limit to how many lifewell points a lifedrinker may spend on this ability, it cannot restore lost temporary hit points.
Greater Blood Drain (Ex): A lifedrinker that reaches 6th level now deal 1d6 points of Constitution Damage with its blood drain attack.
Potent Blood (Su): Starting at 7th level, as long as the lifedrinker has more than half its maximum amount of lifewell points, its natural armour bonus and turn resistance increase by +4, its cold resistance and electricty resistance increase by +10 and its damage reduction increases to 15/silver and magic.
Greater Invigorate (Ex): When a 9th level lifedrinker uses its invigorate ability (but not improved invigorate), it gains a +1 enhancement bonus to either its Str or Dex for each lifewell point spent. If multiple lifewell points are spent at the same time, the bonus is correspondingly larger and may be divided between the two abilities as desired. For example, a lifedrinker that spends 10 lifewell points gains 10d6 temporary hit points and a +10 enhancement bonus that is split between its Str and Dex (+10 to one and +0 to the other, or +5 to each, or some other combination). The enhancement bonus lasts for 24 hours.
Blood Revel (Su): At 10th level, a lifedrinker can choose to enter a state called a blood revel as a swift action at the beginning of its round. Entering a blood revel costs 3 lifewell points and another 3 must be spent each round in order to maintain it. In this state, a lifedrinker gains a +4 profane bonus to Str and Dex, its fast healing ability is increased to 10 and it gains the benefits of being under the effect of a haste spell. In addition, if the lifedrinker’s Potent Blood ability was active at the time the blood revel starts, it remains active for the duration of the blood revel even if the lifedrinker no longer has enough lifewell points. However, while in a blood revel, a lifedrinker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast any spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A lifedrinker can use any feat it has except Combat Expertise, item creation feats, and metamagic feats. A blood revel ends when the lifedrinker chooses or is forced to because it can no longer maintain the lifewell point cost. Once the blood revel ends, the lifedrinker’s lifewell is immediately reduced to 0, and the lifedrinker suffers the normal effects.
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That's it!
Feedback is always appreciated,
Last edited: