Vampire Dedication Feat 2
Source Pathfinder Book of the Dead
Prerequisites You were a killed by a vampire drinking your blood.
You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain Revulsion and Sunlight vulnerabilities detailed on and the Drink Blood ability.
After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood.
| Vampire Vulnerabilities |
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Your power comes with a price. As a vampire, you have the following vulnerabilities. Revulsion: You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to Raising a Shield). If you involuntarily come within 10 feet of an object of your revulsion, you gain the Fleeing condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for 1d6 rounds, or 1 hour on a critical success. Sunlight: If exposed to direct sunlight, you immediately become Slowed 1. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors. |
Vampire Dedication Feat 2
Prerequisites You were killed by a vampire drinking your blood.
You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain Revulsion and Sunlight vulnerabilities and the Drink Blood ability.
Source: Pathfinder Book of the Dead
Clinging Climber Feat 4
Source: Pathfinder Book of the Dead
Manipulative Charm Feat 4
Source: Pathfinder Book of the Dead
Nocturnal Kindred Feat 4
Source: Pathfinder Book of the Dead
Daywalker (Vampire) Feat 6
Source: Pathfinder Book of the Dead
Predatory Claws Feat 6
Source: Pathfinder Book of the Dead
Vicious Fangs Feat 8
Source: Pathfinder Book of the Dead
Bat Form Feat 10
Source: Pathfinder Book of the Dead
Turn to Mist Feat 10
Source: Pathfinder Book of the Dead
Coffin Bound Feat 12
Source: Pathfinder Book of the Dead
Mist Escape Feat 14
Source: Pathfinder Book of the Dead
Dominating Gaze Feat 16
Source: Pathfinder Book of the Dead
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DedicationEach archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.