The Undead are very good at influencing their victims. Some do it with mind control, other with supernatural Charisma.
Prerequisite: Cainite or Ghoul.
Hit Die: 1d8 (but remember that Undead always have 1d12)
Class Skills: The Undead Influence class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (behavioral sciences) (Int), Move Silently (Dex), Perform (act) (Cha), Perform (dance) (Cha), Perform (sing) (Cha), Perform (stand-up) (Cha), and Speak Language (None).
Level | Base attack | Fort | Ref | Will | Class Feature | Def | Rep |
---|---|---|---|---|---|---|---|
1 | +0 | +0 | +0 | +2 | Influential +2 | +1 | +2 |
2 | +1 | +0 | +0 | +3 | Talent | +2 | +2 |
3 | +1 | +1 | +1 | +3 | Feat | +2 | +2 |
4 | +2 | +1 | +1 | +4 | Talent | +2 | +3 |
5 | +2 | +1 | +1 | +4 | Influential +4 | +3 | +3 |
6 | +3 | +2 | +2 | +5 | Talent | +3 | +3 |
7 | +3 | +2 | +2 | +5 | Feat | +4 | +4 |
8 | +4 | +2 | +2 | +6 | Talent | +4 | +4 |
9 | +4 | +3 | +3 | +6 | Influential +6 | +4 | +4 |
10 | +5 | +3 | +3 | +7 | Talent | +5 | +5 |
Class Features
All of the following are class features of the Undead Influence class.
Influential +2: You get a +2 bonus on all Bluff, Diplomacy, Gather Information, and Intimidate checks. This bonus increases to +4 at 5th level and to +6 at 9th level.
Feat: You can chose a feat, if you meet the prerequisites. The feat must come from this list:
Talents
Dominate Tree
Dominate is heavily influenced by the blood that powers the Cainite. For all dominate effects, the target gets a +4 bonus to his Will save if he is a Cainite of better generation. If he is your sire or childe, he gets a -2 penalty on the save. These modifiers are cumulative.
All dominate effects suppress or crush the target's free will. To people who know the target well, his behaviour will often seem strange, suspicious, or demented. Furthermore, while under your domination the target will not act to promote your interests, except when ordered to do so. He will not use his personal initative to help you, though he is also unable to oppose your dictates.
All dominate powers can be opposed by a Will save (DC 10 + 1/2 your level + your Charisma modifier). If the target resists, he is immune to that and other Dominate powers for the rest of the night.
Dominate (Su): You can crush an opponentÂ’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that you must use a standard action, and those merely looking at it are not affected. Anyone you target must succeed on a Will save or fall instantly under your influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Greater Dominate (Su): Your dominate talent is enhanced, so that you can use it against all targets against which charm monster is effective, including other Cainites.
Requirements: Dominate.
Modify Memory (Su): If you have eye contact and the target fails a Will save, you can change its memories as with a modify memory spell. If you need to change more than 5 minutes of memories (the normal limit of the spell) you can, but each additional 5 minutes doubles the time needed (starting at 1 round). The victim does get a new save unless you pause to do something else.
Requirements: Dominate.
Conditioning (Su): You can condition your target to be easily dominated by you, and resisting the domination of others. Unfortunately, you have to completely remove their will to do it. To Condition a target, you must successfully Dominate it each night for 7 consecutive nights.
The benefits of having Conditioned a target are:
- The Dominate is permanent, and does not end as time passes.
- You can Dominate it to do things that would otherwise be impossible, such as making it go against its inner nature. In such a case, it does not have its normal save bonus. Even if it makes the save to resist such a command, the Dominate does not end.
- It has a +4 bonus on Will saves made to resist Dominate from others.
You can have at most one Conditioned target per level of Undead Influence at any one time. You can release a previously conditioned target in order to attempt a new conditioning. You lose all bonuses of having conditioned that target, but the target does not automatically regain its free will.
Requirements: Dominate.
Possession (Su): You can take possession of your target's body, evicting his soul while you carry out your actions. While you are possessing someone, your body lies insensate as if in torpor. You can start a possession at any time that you would be able to Dominate the victim. If the target is Conditioned, you may start possession as a free action.
Requirements: Dominate, Conditioning.
Fealty (Sp): You can ensure the loyalty of those who voluntarily swear oaths of allegiance or assistance to you. When they do so, you must make some affirming statement, and power visibly flows between you and your subject. From then on, the target is under a geas to follow his oath, as the spell. A vampire is immune to the sickening effect of the geas, but the geas deals AggravatedDamage that cannot be healed until the oath is once more upheld.
Requirements: Dominate, Conditioning.
Cost: 2 blood points must be spent to empower the oath.
Empowering the Puppet (Su): You can use your Dominate through someone else. You must choose a target, and one of your Dominate powers. If the target fails a Will save, you can use that power through your target. You can only have one empowered puppet at any one time, but you can end your empowerment at any time.
Requirements: Dominate, Conditioning, Possession.
Presence Tree
Unlike Dominate, Presence does not affect the target's free will. He will still act normally, if people in love can be said to act normally. The target will often act independently to promote your interests, even when ordered not to do so. This help can occasionally be inconvenient, as it often serves to draw attention to your relationship. The amount of help you get is also dependant upon the normal personality of the target. Some people are willing to do anything for their friends, others very little.
Most Presence powers can be opposed by a Will save (DC 10 + 1/2 your level + your Charisma modifier). If the target resists, he is immune to that power for the rest of the night.
Presence (Su): You can use blood enhancement to increase your Charisma, in the same way that you can enhance your physical attributes. By spending a blood point, you get a +4 enhancement bonus to Charisma. This lasts for 1 minute/level.
Cost: 1 blood point.
Charm (Su): You gain an opponentÂ’s love and trust just by looking onto his or her eyes. This is similar to a gaze attack, except that you must use a standard action, and those merely looking at it are not affected. Anyone you target must succeed on a Will save or become your dear friend as though by a charm monster spell (caster level 12th). The ability has a range of 30 feet.
Requirements: Presence.
Majesty (Su): As a standard action, you can make yourself seem so powerful that people dare not speak or act against you. While Majesty is active, anyone who wishes to oppose you must make a Will save. Failure causes him to abort his action and go to absurd lengths to abase himself before you. This abasement is likely to breed resentment or even hatred, so Majesty should be used sparingly. Even if the first save is made, anyone that wants to strike at you must make an additional Will save. If they fail, they are affected by a crushing despair spell (caster level 12th). Majesty lasts until you end it, which is a free action. If you attack someone, he and his friends may attack you, but must still save against crushing despair.
Requirements: Charm, Presence.
Summon (Su): You can call a person you have met, so that he comes to you, even from across the world. The person summoned must travel by normal means, and each use of Summon lasts only until the next sunset, so you might need to do it often if the target is far away. The urgency felt by the target depends on your relationship to him, how many times in a row he has failed his save, and how close he is to you. One of your charmed subjects, living in the same town, would rush quickly to your side. A stranger at the other side of the world could take weeks or even months to summon successfully, but enough failed saves and he will come.
Requirements: Charm, Presence.
Cost: 1 blood point each night.
Double-Tongue (Su): You can cloak your words in such a way that your target hears one thing, and all other listeners hear another thing entirely. To penetrate your glamour and hear what is actually being said, onlookers must succeed with a Will save. Success on one of these saves does not confer immunity to the listener, so a new save is needed for each use of double-tongue.
Requirements: Presence.
Bardic Voice (Ex): You can inspire and influence people through song and oration. This is the Bardic Music ability of the D&D Bard, and you have the countersong, fascinate, inspire competence, and inspire courage +1 bardic abilities. You still need sufficient rank in Perform to use each ability.
Requirements: Presence.
Melusine's Song (Ex): You can inspire and influence people through your songs. You have the suggestion, inspire greatness, inspire courage +2, and Song of Freedom bardic abilities.
Requirements: Bardic Voice, Presence.
Melusine's Madrigal (Ex): You can inspire people through your songs. You have the inspire heroics, inspire courage +3, and mass suggestion bardic abilities.
Requirements: Melusine's Song, Bardic Voice, Presence.
Dementation Tree
This talent tree is a speciality of Malkavian. It cannot be learned by the sane mind. If a victim saves against a Dementation power, she is immune to any further attempts to use that or any other Dementation power for the rest of the night, unless the new attempt is made by a vampire of better (lower) generation.
Incubus Passion: If the victim fails a Will save (DC 10 + 1/2 your level + your Charisma modifier), you can intensify the target's strongest emotion to the point of madness and beyond. Affection becomes obsession, desire becomes avarice, irritation becomes hatred, and so on. The passion lasts for 1 hour per level.
Cost: 1 blood point.
Haunt the Soul: If the victim fails a Will save (DC 10 + 1/2 your level + your Charisma modifier), you can bombard the victim with maddening visions on the edges of her vision, or superimposed on what she normally sees. The visions are far from constant, but will return when least expected. During periods of calm, the victim is nervous and jittery, but still rational. When in a stressful situation, such as in combat or when meeting the Prince, the walls crumble. Each round there is a 5% chance that the victim will act as if confused. The duration of this power is 1 day per level, less the victims Wisdom modifier. You can end it at any time, or choose to merely suppress the effect temporarily.
If the visions continue for long enough, the victim will often be driven mad. There are no rules for this, however.
Cost: 1 blood point.
Silence the Sane Mind: If the victim fails a Will save (DC 10 + 1/2 your level + your Charisma modifier), you can turn off the victims higher thought functions, making her a listless and confused automaton. While confused, she remembers little, and is prone to follow any forceful order. Once returned to sanity, she will not remember what happened during her confused state.
To use this power, you need eye contact, and must engage the target in conversation for at least one full round. It lasts 10 minutes per level.
Cost: 1 blood point.
Howling Lunacy: You turn your victim temporarily insane. You need eye contact with your victim, and must engage her in conversation for at least one full round. If she fails a Will save (DC 10 + 1/2 your level + your Charisma modifier), she gets up to five derangements of your choice. These last for 1 hour per level, less the victim's Wisdom modifier. The derangements must make some kind of twisted sense as a group.
Cost: 1 blood point.
Kiss the Moon: As Howling Lunacy, except that the victim only gets two derangements, and that they are permanent.
Requirements: Howling Lunacy.
Cost: 1 blood point.
Prison of the Mind: If the victim fails a Will save (DC 10 + 1/2 your level + your Charisma modifier), you can imprison the target in her own mind, effectively making her catatonic. Cainite enter torpor, while mortals need extensive care and force feeding. The imprisonment lasts one week per level, less the targets Wisdom modifier. You can end it earlier if you want to.
Cost: 2 blood points.
Delayed Delirium (Sp): As Kiss the Moon, except that you can delay the onset of madness up to 1 day per level. You can specify a time or some kind of trigger condition, such as "when meeting the Prince".
Prerequisites: Kiss the Moon, Howling Lunacy.
Cost: 2 blood points.
Luna's Embrace: If the victim fails a Will save (DC 10 + 1/2 your level + your Charisma modifier), you can share all your derangements and most of your warped personality with your target. He will effectively share a personality with you. The sharing lasts for 1 week per level, less the target's Intelligence modifier.
Cost: 1 blood point.