Lifedrinker

Lifedrinkers are vampires who have been undead for a very long time.

**Skills:** Knowledge (arcana) 3 ranks , Spellcraft 3 ranks

Special: Must be a Vampire

#### Class Features

**Weapon and Armor Proficiency:** A lifedrinker is proficient with no weapons, armor, or shields.

**Lifewell (Ex):** A lifedrinker stores the life energy that it steals in a reservoir in itself called a lifewell. From this lifewell, the lifedrinker draws the power needed to use their abilities. A lifedrinker gains lifewell points by bestowing negative levels and by dealing Constitution drain. Each negative level bestowed by a vampire's energy drain ability grants 2 lifewell points. Each point of Constitution drained 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.

A lifedrinker with 0 lifewell points must succeed at a Will saving throw (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. These hit points last 24 hours, and while they do not stack with those granted by other sources of temporary hit points, they 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. No more lifewell points may be spent on this ability in any given day than the lifedrinker has levels.

**Spell Boost (Empower) (Ex):** If a lifedrinker of 2nd level or higher casts spells, it may spend 4 lifewell points to empower a spell as if using the Empower Spell feat. The spell slot and level of the spell do not change.

**Spell Boost (Heighten) (Ex):** If a lifedrinker of 3rd level or higher casts spells, it may spend a variable number of lifewell points to heighten a spell as if using the Heighten Spell feat. For every 2 lifewell points devoted to the spell boost, the spell's effective level is treated as one higher for purposes of save DC and other effects. For example, if a lifedrinker spends 4 lifewell points to boost a *fireball* spell, the spell is treated as a 5th-level spell when calculating the Reflex save DC, and the boosted *fireball* can penetrate a *minor globe of invulnerability*, which a 3rd-level fireball cannot. The spell slot and level of the spell do not change.

**Special Attack Boost (Empower)** (Ex): A 4th-level lifedrinker can spend 4 lifewell points to empower a special attack, increasing its variable, numeric effects by a factor of 1.5. The special attack is empowered for one use only. For example, a lifedrinker empowering its blood drain ability would drain 1d3 points of Constitution, multiplied by 1.5. A lifedrinker could also use this ability to summon more creatures using the children of the night ability it gains as a vampire. Some lifedrinkers might have other special abilities that they can use with this ability; a sea hag vampire lifedrinker, for example, could use this to empower her horrific appearance.

**Blood Servant (Ex):** By spending 10 lifewell points, a 5th-level lifedrinker can call forth a *lesser planar ally* (evil only), as per the spell of the same name. The ally automatically serves the lifedrinker for 24 hours.

**Boost Defenses (Ex):** At 5th level, a lifedrinker can spend 8 lifewell points to add +2 to its natural armor bonus and turn resistance, add +10 to its cold resistance and electricity resistance, and increase its damage reduction to 20/+2. The effect lasts for 24 hours.

**Spell Boost (Maximize) (Ex):** If a lifedrinker of 6th level or higher casts spells, it can spend 6 lifewell points to maximize a spell as if using the Maximize Spell feat. The spell slot and level of the spell do not change.

**Greater Blood Drain (Ex):** At 7th level, a lifedrinker's blood drain ability now deals 1d6 points of Constitution drain.

**Special Attack Boost (Maximize) (Ex):** A lifedrinker of 7th level or higher can spend 6 lifewell points to maximize all variable, numeric effects of a special attack. The special attack is maximized for one use only. A lifedrinker using this ability to maximize its greater blood drain ability, for example, would deal 6 points of Constitution drain. A lifedrinker could also use this ability to summon a maximum number of creatures using the children of the night ability it gains as a vampire. Some lifedrinkers might have other special abilities that they can boost in a similar fashion.

**Spell Boost (Quicken) (Ex):** If a lifedrinker of 8th level or higher casts spells, it can spend 8 lifewell points to quicken one of its spells, as if using the Quicken Spell feat. The spell slot and level of the spell do not change.

**Greater Invigorate (Ex):** Whenever a 9th-level lifedrinker uses its invigorate ability, it gains a +1 enchantment bonus to Strength for each lifewell point spent. If multiple lifewell points are spent at the same time, the bonus is correspondingly larger. A lifedrinker that spends 10 lifewell points all at once on invigorate gains 10d6 temporary hit points and +10 enchantment bonus to Strength. But if the lifedrinker spends 5 lifewell points in one round and 5 more points in the next, it has 10d6 temporary hit points but only +5 enchantment bonus to Strength. The bonus to Strength lasts for 24 hours.

**Blood Revel (Ex):** Once a 10th-level lifedrinker drains any blood from a victim, it can choose to enter a state called a blood revel as a free action at the beginning of its next turn and remain in that state for 10 rounds. In this state, the lifedrinker gains a +4 profane bonus to Strength, its damage reduction increases to 25/+3, its fast healing increases to 10 hit points per round, and it may ignore its weakness toward garlic, mirrors, holy symbols, and running water, as well as its vulnerability to sunlight. However, during the blood revel, the lifedrinker cannot flee from a living foe, and must attack physically every round. A hasted lifedrinker in a blood revel could use its extra partial action to cast a spell as long as it also made a melee attack that round. A blood revel ends when the lifedrinker chooses it to end, when 10 rounds are over, or when no living foes can be reached by a full attack, a move and an attack, or a charge. When the blood revel ends, the lifedrinker must reach its coffin home within 2 hours or be utterly destroyed, as if it were reduced to 0 hit points. It must remain in its coffin for as long as it was in its revel, plus the amount of time it took to reach its coffin.