Vampire - Classes

Vampire

CLASS TRAITS

Role: Striker. Infused with the power of darkness and having already experienced death, you are a lethal creature of the night. As your power increases, your supernatural nature comes to the fore—but will your humanity pay the price?
Power Source: Shadow.
Key Abilities: Dexterity, Charisma

Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Holy symbols, ki focuses
Bonus to Defense: +1 Fortitude, +1 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 2

Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), History (Int), Intimidate (Cha), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex).

Class features: Blood Drinker, Blood Is Life, Child of the Night, Enduring Soul, Hidden Might, Swarm of Shadows, Vampire At-Will Attack Powers, Vampiric Reflexes.
You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare. Normal emotions have become alien to you. Only cold, gnawing hunger remains.
    Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds his or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy—whether by choice or not.
    Whatever their origins, vampire characters are not slaves to their creators. Even those beholden to an older vampire retain free will, and have a chance to avoid sinking into the bestial depravity so common among their kind. Vampire characters are the most exceptional examples of those who carry this dark curse, using their powers not solely for murder and personal gain. Some become the greatest of heroes, but even those vampires are aware that few among the common folk have the ability to see past the frightening reality of their dark nature. Avoiding the scrutiny of superstitious folk and disguising his or her needs and abilities serves a vampire best. Trusted companions, enemies to slay and feast upon, and reasons to avoid civilized areas for extended times make an adventuring life the perfect choice for such characters.

VAMPIRE CLASS FEATURES



Level 1:

BLOOD DRINKER
You gain the blood drinker power.

Blood DrinkerVampire Attack

When your attack strikes true, you sweep past your foe's defenses to consume the essence of its life.

Encounter   ✦     Shadow
No Action      Personal

Trigger: You hit an enemy with a vampire melee at-will attack power.

Target: The triggering enemy

Effect: The target takes 1d10 extra damage from the triggering attack, and you gain a healing surge.
    Level 17: 2d10 extra damage.
    Level 27: 3d10 extra damage.


BLOOD IS LIFE
Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You regain hit points equal to your bloodied value.
    If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points.

CHILD OF THE NIGHT
You gain the following benefits and weaknesses.
    * You are an undead creature. You are unaffected by anything that affects only living creatures. You don't need to breathe, which means you are immune to suffocation. You also don't age. Unlike most undead, you do need to sleep.
    * You have darkvision.
    * You have resist 5 necrotic.
    * You have vulnerable 5 radiant.
    * If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability) from the sunlight, and you are weakened (save ends). If you drop below 1 hit point from this damage, you are instantly destroyed.

ENDURING SOUL
While you are bloodied, you gain regeneration equal to your Charisma modifier. If you take radiant damage, your regeneration does not function until the end of your next turn.

HIDDEN MIGHT
You gain a bonus to the damage rolls of your vampire powers and vampire paragon path powers. The bonus equals your Charisma modifier. The bonus increases to 2 + your Charisma modifier at 5th level, 4 + your Charisma modifier at 15th level, and 6 + your Charisma modifier at 25th level.

SWARM OF SHADOWS
You gain the swarm of shadows power.

Swarm of ShadowsVampire Attack 1

Your body becomes a swarm of batlike shadows that let you harry your enemies, then fade from sight.

Daily   ✦     Implement, Shadow, Teleportation
Standard Action      Close blast 3

Target: Each enemy in the blast

Attack: Dexterity vs. Fortitude

Hit: 3d6 + Dexterity modifier damage, and ongoing 5 damage (save ends).

Miss: Half damage.

Effect: You teleport to a square in the blast and are invisible until the end of your next turn.


VAMPIRE AT-WILL ATTACK POWERS
You gain the dark beckoning, taste of life, and vampire slam powers.

Dark BeckoningVampire Attack 1

Your mesmerizing presence draws your enemies closer.

At-Will   ✦     Charm, Implement, Psychic, Shadow
Standard Action      Ranged 5

Target: One creature

Attack: Charisma + 2 vs. Will

Hit: 1d6 + Charisma modifier psychic damage, and you pull the target up to 3 squares.
    Level 21: 2d6 + Charisma modifier psychic damage.

Taste of LifeVampire Attack 1

Your dread touch burns your foe with dark power, even as your own energy is temporarily restored.

At-Will   ✦     Implement, Necrotic, Shadow
Standard Action      Melee 1

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 1d8 + Dexterity modifier necrotic damage, and you gain temporary hit points equal to 2 + your Charisma modifier.
    Level 21: 2d8 + Dexterity modifier necrotic damage.

Vampire SlamVampire Attack 1

You use the full force of your undead strength to drive your foe back.

At-Will   ✦     Implement, Shadow
Standard Action      Melee 1

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1d10 + Dexterity modifier damage, and you can push the target 1 square.
    Level 21: 2d10 + Dexterity modifier damage.

Special: You can use this power as a melee basic attack.


VAMPIRIC REFLEXES
You gain a +2 shield bonus to AC while you are wearing cloth armor or no armor and aren't using a shield.

Level 2:

LEVEL 2 VAMPIRE UTILITY POWER
You gain a 2nd-level vampire utility power of your choice.

Charming GazeVampire Utility 2

Your compelling demeanor throws your prey off its guard, lulling it into a false sense of security.

Encounter   ✦     Charm, Shadow
Minor Action      Close blast 5

Target: One creature in the blast

Effect: Until the end of your next turn, the target cannot make opportunity attacks or take immediate actions. In addition, you gain a +4 bonus to the next Bluff check or Diplomacy check you make against the target before the end of the encounter.

Hunter's GazeVampire Utility 2

As you focus on a foe, your predatory presence leaves it open to attack.

Encounter   ✦     Charm, Shadow
Minor Action      Close blast 5

Target: One creature in the blast

Effect: Until the start of your next turn, the target grants combat advantage while you are adjacent to it. In addition, you gain a +4 bonus to the next Intimidate check you make against the target before the end of the encounter.


Level 3:

FERAL ASSAULT
You gain the feral assault power.

Feral AssaultVampire Attack 3

You howl like a beast as you strike, your hunger and fury driving you to make a brutal attack.

Encounter   ✦     Implement, Shadow
Standard Action      Melee 1

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 2d12 + Dexterity modifier damage.

Special: You can lose a healing surge when you use this power to either target a second creature or deal 2d8 extra damage with the attack.


Level 4:

STRENGTH OF BLOOD
You gain the strength of blood power.

Strength of BloodVampire Utility 4

You draw on the life force you have consumed to grant yourself a sudden burst of strength.

Encounter   ✦     Shadow
Minor Action      Personal

Effect: You gain a +5 power bonus to the next Athletics, Endurance, or Strength check you make before the end of your turn.

Special: You can lose a healing surge when you use this power to increase the bonus to +10.


Level 5:

UNFETTERED HUNGER
You gain the unfettered hunger power.

Unfettered HungerVampire Attack 5

Your eyes turn red with fury, your fangs lengthen, and you rage like a beast as you allow your hunger to seize control.

Daily   ✦     Implement, Shadow
Standard Action      Close burst 1

Target: Each creature in the burst

Attack: Dexterity vs. Reflex

Hit: 2d10 + Dexterity modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls, you can shift up to your speed as a move action, and you cannot spend healing surges to regain hit points.


Level 6:

FORM OF THE BAT
You gain the form of the bat power.

Form of the BatVampire Utility 6

Your body becomes a cloud of pure shadow that shrinks and coalesces into the form of a fluttering bat.

Encounter   ✦     Polymorph, Shadow
Standard Action      Personal

Effect: You assume the form of a Tiny bat. While you are in this form, you have a speed of 2 and a fly speed of 8, and you cannot make attacks or hold or carry any object. Your equipment becomes part of this form. You use a move action to return to your normal form.


Level 7:

IMPROVED BLOOD DRINKER
You gain one more use of blood drinker per encounter, but you can use it only once per turn.

Level 8:

NIGHT CRAWLER
You gain a climb speed equal to your speed. You can climb across a ceiling or similar surface. However, if you end your turn on such a surface, you fall.

Level 9:

DOMINEERING GAZE
You gain the domineering gaze power.

Domineering GazeVampire Attack 9

With a glance, your foe falls under your control and will yield up its life force to strengthen you.

Daily   ✦     Charm, Implement, Necrotic, Shadow
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma + 2 vs. Will

Hit: The target is dominated (save ends). While the target is dominated by this power, you can use a minor action while adjacent to the target to gain a healing surge and to deal necrotic damage to the target equal to your healing surge value. Doing so ends the domination.

Miss: The power is not expended.


Level 10:

GASEOUS FORM
You gain the gaseous form power.

Gaseous FormVampire Utility 10

You transform into a shadowy mist that shreds and twists away from your enemy's grasp.

Daily   ✦     Polymorph, Shadow
Minor Action      Personal

Effect: You assume a gaseous form. While in this form, you are insubstantial and phasing, gain a fly speed of 8, and gain a +10 power bonus to Stealth checks. You cannot attack in this form. The form lasts until the end of your next turn or until you use a minor action to end it.

Sustain Minor: The gaseous form persists until the end of your next turn.


Level 13:

ENDURING RESERVES
Your number of healing surges increases by one.

Level 15:

HUNGRY SWARM
You gain the hungry swarm power. This new power replaces swarm of shadows.

Hungry SwarmVampire Attack 15

Your body unravels into a swarm of batlike shadows whose claws and fangs steal sight and life from your foes.

Daily   ✦     Implement, Shadow, Teleportation
Standard Action      Close blast 3

Target: Each enemy in the blast

Attack: Dexterity vs. Fortitude

Hit: 5d6 + Dexterity modifier damage, and the target is blinded (save ends).

Miss: Half damage.

Effect: You teleport to a square in the blast and are invisible until the end of your next turn. If you hit at least one living creature with this attack, you gain a healing surge.


Level 16:

SHARED BLOOD
You gain the shared blood power.

Shared BloodVampire Utility 16

You bite yourself to let the life energy you have consumed seep onto your ally, transferring some of your undying vitality.

Daily   ✦     Healing, Shadow
Standard Action      Melee 1

Requirement: You must have at least one healing surge remaining.

Target: One ally

Effect: You lose a healing surge. The target regains 1 hit point, gains temporary hit points equal to his or her bloodied value, and can make a saving throw with a +2 power bonus.


Level 17:

UNLEASHED FURY
You gain the unleashed fury power. This new power replaces feral assault.

Unleashed FuryVampire Attack 17

You become a ravening beast, lashing out at your foe with the strength of all your dark rage.

Encounter   ✦     Implement, Shadow
Standard Action      Melee 1

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 3d12 + Dexterity modifier damage.

Special: You can lose a healing surge when you use this power to either target each creature adjacent to you with the attack or deal 3d10 extra damage to a single target.


Level 19:

VITAL CONSUMPTION
Whenever you lose a healing surge as part of one of your vampire or paragon path attack powers, you gain temporary hit points equal to one-half your level.

Level 22:

LEVEL 22 VAMPIRE UTILITY POWER
You gain a new vampire utility power of your level or lower.

Blood Drinker's PounceVampire Utility 22

Your successful attack inspires even greater fury, letting you leap through your foes like a snarling beast.

Encounter   ✦     Shadow
Free Action      Personal

Trigger: The target of your blood drinker power is bloodied or reduced to 0 hit points by that power's triggering attack.

Effect: You shift up to your speed and can move through enemies' spaces during this shift. You then use vampire slam with a +2 bonus to the attack roll. If you hit, you also knock the target prone.

Culling CallVampire Utility 22

As one foe falls, your dark presence pulls another enemy forward to become an offering for your hunger.

Encounter   ✦     Shadow
Free Action      Personal

Trigger: You reduce an adjacent enemy to 0 hit points on your turn.

Effect: You use dark beckoning against an enemy within range. If you hit with that power, you also gain combat advantage against the target until the end of your next turn.


Level 23:

ENERGIZED BLOOD DRINKER
When you use your blood drinker, you gain temporary hit points equal to 5 + your Charisma modifier. If blood drinker has been triggered by taste of life, you instead gain 5 + twice your Charisma modifier temporary hit points.

Level 25:

IRRESISTIBLE GAZE
You gain the irresistible gaze power. This new power replaces domineering gaze.

Irresistible GazeVampire Attack 25

Your enemy gives up its will and its life force to you, stumbling through the battle under your command.

Daily   ✦     Charm, Implement, Necrotic, Psychic, Shadow
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma + 2 vs. Will

Hit: The target is dominated (save ends). Once while the target is dominated by this power, you can use a minor action while adjacent to the target to gain a healing surge and to deal necrotic damage to the target equal to your healing surge value. Doing so ends the domination.

  Aftereffect: The target takes ongoing 10 psychic damage and is dazed (save ends both).

Miss: The power is not expended.


Level 29:

CONSUMING SWARM
You gain the consuming swarm power. This new power replaces hungry swarm.

Consuming SwarmVampire Attack 29

The swarm of shadows into which you transform drains the life from your foes, then wraps you in a shroud of invisibility that endures while you attack.

Daily   ✦     Implement, Shadow, Teleportation, Zone
Standard Action      Close blast 5

Target: Each enemy in the blast

Attack: Dexterity vs. Fortitude

Hit: 7d6 + Dexterity modifier damage, and the target is blinded (save ends).

Miss: Half damage.

Effect: You teleport to a square in the blast, and the blast creates a zone that lasts until you leave it. While in the zone, you are invisible, and you can use a free action at the start of each of your turns to teleport to a square in the zone. In addition, if you hit at least one living creature with this attack, you gain a healing surge.


Published in Heroes of Shadow, page(s) 49.