The First Vampire

First among vampires, the dreaded N’alyia grants her mortal binders the abilities of a vampire in order to whet their tongues with temptations of undeath and blood.

Summoning Rules

Spirit Level: 3rd
Constellation: Skull
Binding DC: 20
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • N’aylia’s seal is drawn in a dark place, away from daylight.
  • You are not bound to any spirits that list evil or undead creatures as a favored enemy. If you accept this totem, you cannot bind to such spirits until N’alyia departs from your soul.
  • You prepare a circle of ritualistic candles around the boarder of N’alyia’s seal, which requires 6 ranks in Knowledge (religion).

Ceremony: You fill a chalice with the blood of a sentient mortal and drink in deeply while in the seal.
Manifestation: Blood wells up out of the seal’s geometric lines, forming a mirror of blood. N’aylia takes your form as a vampire, speaking of hunger and thirst.


Vampires fear the name of N’alyia, as she was the first of their kind, according to their ancient mythology. So powerful was the first vampire that N’alyia was said to have overcome all of the weaknesses of her kind. Most notably, she walked through daylight without fear. The vampires greatly disagree about what, exactly, became of N’alyia. Some say she was slain and scoured long ago while others claim that in her greatness, N’alyia found a way to surpass her own undead coil. Regardless of the outcome, N’alyia’s bloody legacy continues corrupting and tempting mortals.

Granted Abilities

Major Granted Abilities

  • Vampiric Jaunt: You may step through the shadows as a swift action, teleporting 5 feet away from your current location. Using this ability removes the entangled, grappled, and pinned conditions. When escaping a grapple you arrive in your new space prone. You must have line of sight to the targeted location, cannot bring other creatures or objects that you cannot carry as a light load, and cannot teleport into an area of daylight (both natural and the spell). After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Your vampiric jaunt teleports you further based on your binder level. At 5th level and every 4 levels thereafter, you teleport 5 additional feet when using this granted ability.

Minor Granted Abilities

  • Enthrall: One creature within 30 feet of you that can see and hear you must make a Will save or become charmed, as charm person. You may only charm one creature at a time with this ability and a successful save causes the creature to become immune to this ability for 24 hours.
  • Monstrous Bat Form: You take the form of a monstrous bat hybrid as a move action, gaining a flight speed equal to your base speed. While flying you cannot attack with weapons that must be held in your hands. This is a polymorph effect. This ability can be used for a number of minutes per day equal to your binder level. These minutes need not be used consecutively, but they must be spent in 1-minute increments. At 10th level, this ability can be used for a number of hours per day instead of minutes per day, but you must spend its duration in 1-hour increments instead of minute increments.
  • One with the Night: You gain an insight bonus on Fly and Stealth checks equal to ½ your binder level.
  • Shadow Bite: You can command your shadow to make a bite attack, using your full attack bonus. If used during a full attack, this bite is made in addition to any other attacks you can make during the round. The bite deals 1d4 points of damage (1d3 if Small) and deals 1d4 points of Constitution damage if the target fails a Fortitude save. You heal 2 hit points per point of Constitution damage dealt this way. This attack cannot be used in areas of daylight (both natural and the spell).

Signs and Influence

Physical Sign: Your skin becomes pale and cold and you do not cast a reflection. Whenever you activate one of N’aylia’s granted abilities, your teeth sharpen and drip blood.
Personality: You view all things in the light of predator and prey, seeing those weaker than you as prey. You refuse to enter a dwelling unless invited.
Favored Ally: Undead (intelligent only)
Favored Enemy: Any (creatures that can channel positive energy or turn undead)

Vestigial Companion

You gain the service of a dire bat animal companion for the duration of the pact. Treat your binder level as your druid level to determine your companion’s abilities. This granted ability replaces shadow bite.

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