Othyrian Vampires and Dhampir
Posted 6th November 2008 at 12:11 AM by Pour
Vampires
Vampires have experienced a series of dramatic changes since the Demon War and the close of the Third Cycle.
No longer holding any ties with Laz, the race has inherently changed, losing the Lich God's undead blessing and in essence becoming mortal. Many vampires perished during the Change, only humanoid vampires surviving. Once a people created and sustained by conversion to undeath, varied as all the world's races, vampires now reproduce as any other race and have inherited a more unifying set of traits. Vampires appear as humans with strong cheekbones and chins, heavy-lidded eyes that occasionally reflect light like a predatory animal, and ashen skin which mutes whatever coloring they once held. Their fangs elongate when triggered by adrenaline, usually before a kill, when entering battle or when aroused.
These dramatic changes to the fundamental makeup of the race as a whole might have brought about the end of vampire civilization if not for the quickness of Hell to fill the power and worship gap. With Torment's envoy Dante sitting Saspien's throne and the Dark Gods' clergy having already had a presence in the city, speedy moves were made to ensure the continued alliance between Houses and the increase of Hell's power on Othyr.
All the better for Hecate (pronounced Heh-ka-tee), deific offspring of Serren and Tazjaree, who inherited Invidious' spark to become the new dark goddess of envy, lies and politics. Being the only dark god present in Torment, she is worshiped exclusively as Queen of Hell by the majority of the vampires and all but the eldest of devils still loyal to their creators. Much of the dark gods' clergy has converted to Hecate, uniting into a faith of unspeakable power and resources the likes of which separate they could never have dreamed. Old religious hatreds between dark god worshipers have changed to cutthroat rivalries, each of the former faiths now homogeneous sects of Wrath, Lust, Pride, Envy, Gluttony, Sloth and even Greed with no regard to the former dark gods embodying them. The seven sects endlessly vie for Hecate's favor, employing cruel and merciless politicking which pleases her greatly.
The Church of Hecate is a staunch supporter of King Dante and together Saspien has prospered like in the days of old, becoming an unshakable monarchy with heavy theocratic leanings.
The Change also heralded the return of three lost houses thought destroyed ages ago: House 'Dir, House Mallus and House Ruiz. They were once but minor families charged by the ancient King of the Night to expand his empire. Not long after their departure, Nor's Rebellion erupted, leveling much of the world and breaking Pangeal into continents. Now the missing three are returned to find all the minor houses long-since consumed by the surviving four houses: Il'spana, Lorein, Al'Zareef and Calalas. They've rightfully taken their place among them, the long centuries away from Saspien having tempered their foreign families into equals, if not superiors, to their Othyrian contemporaries.
Not only do they bring added strength to Saspien, they've also established a vampire presence on the tip of a continent deep in the southwest deeps of the Atlantia Ocean, a dark, jungle realm dubbed Tir'Buk.
And so a new identity is forged for the ancient race, changed but more powerful than ever, an Umbral Empire under the leadership of the current King of the Night, Dante Il'spana, and the seven sects of the Church of Hecate.
* See the upcoming History of Othyr for the origins and ancient history of the Vampires.
Vampire Facts:
Vampire
Average Height: 5'5 - 6'2
Average Weight: 140 - 220lb.
Ability Adjustment: +2 Dex, +2 Cha
Size: Medium
Speed: 6
Vision: Darkvision
Languages: Common, Infernal
Skill Modifiers: +2 Intimidate, +2 Stealth
Bloodhunt: You gain a +1 bonus to attacks against bloodied creatures.
Graveborn: You have resist Necrotic 5 + 1/2 your level, and vulnerability 5 Radiant.
Shadowy Origin: Your ancestors came from the shadow plane of Cadavera, thus you are considered a shadow creature for the purpose of effects that relate to creature origin.
Child of Night: Once per encounter, you can use either blood drain or overwhelming gaze:
Blood Drain (Vampire Racial Power)
You sink your fangs into an defenseless victim, draining away their life to sustain your own.
Encounter
Standard Action
Target: One Natural or Fey Creature
Requirement: Must have Combat Advantage.
Restriction: Constructs are immune.
Attack: Str, Dex or Con +2 vs. Reflex
Hit: You heal 1d6+Con and inflict that much damage on the target.
Increase the bonus to +4 and the damage to 2d6 at 11th level, and +6 and 3d6 at 21st.
Special: When you create your character, choose Strength, Dexterity or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
or
Overwhelming Gaze (Vampire Racial Power)
Your wide-eyed, piercing gaze floods a victim's mind with your darkest thoughts.
Encounter (Gaze): Charm, Psychic, Fear
Standard Action
Range 5
Target: One Creature
Attack: Int, Wis or Cha +2 vs. Will
Hit: Target is dazed (save ends)
Sustain Minor: You sustain the power's effect.
Increase the bonus to +4 at 11th level and +6 at 21st.
Special: When you create your character, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
House Heritage: You also receive extra bonuses depending on what family you're from.
Il'spana
+2 Knowledge Checks involving Shadow creatures and places and an additional +1 Stealth.
Il'spana is a house of spies, assassins and warlocks of the darkness pact, the Black Web as they're sometimes called, with a long history of shadow powers and ties to the ancient Vampire home plane of Cadavera. In recent years they have gained much prominence, as King Dante is of this House. The current leader is Preyth Myfang, a spymaster of the highest order.
Lorein
+2 Knowledge Checks involving Undead creatures and places and +1 Intimidate.
Once the most powerful family in Saspien, whose influence sprung from their mastery of necromancy and undeath, the full abandonment of Laz and the Change has left them scrambling to retain their seats of power. They were the first to convert to Hecate and have produced the most new clerics and paladins since. Their current leaders are the incestuous twins Soziel and Naphira, both of whom hold little love of their king.
Al'Zareef
+2 Knowledge Checks involving Immortal and Elemental creatures and places.
The house of summoners, based in the labyrinthine lurks of the great Ziggurat, are almost exclusively wizards and warlocks. Their trade, as ever, is the binding, dealing and combating of extraplanar creatures, specifically immortal and elemental creatures, more specifically devils and demons. The imprisonment and divine prevention of demon conjuring has taken a toll on the house, but has been counterbalanced by the increased correspondences with Hell and its denizens. Their current leader is the High Pacter Husifar, a supporter of Dante and friend of the Saviors.
Calalas
+2 Knowledge Checks involving Fey and Plant creatures and places.
Led by the Western Archdruid Dabian, House Calalas is a family of druids, rangers and warlocks of fey pacts. They maintain a strange balance between natural and unnatural with their dealings and were the first supporters of the King. They feel vindicated by becoming a mortal race as it brings them closer to the natural way of things. This has also turned the family into a collection of nymphomaniacs, reveling in the new-found joy of sex. Calalas has subsequently produced the most dhampir.
'Dir
+2 Knowledge Checks involving Wars, Battles and Military History and +1 Acrobatics.
In the depths of Tir'Buk, the three families had need of protection, for many dangers and indigenous peoples stood in their way. House 'Dir answered that call, led by their ancestral hero Ver'Dir. They are a family of rangers and fighters equaled by few, specializing in covert missions and guerrilla warfare. They have ever been loyal to the King of the Night, even after all these ages, and were the driving impetus to return to Saspien once effected by the Change. In Saspien, 'Dir comprises most of the army, replacing what once was filled by scores of Lorein undead troops, earning 'Dir their hatred. The house is currently led by The Engineer, Palan'Dir, an accomplished warrior and inventor of a wicked weapon known as the warshear.
Mallus
+2 Knowledge Checks involving animals and +1 Nature.
Tamers and beast masters, Mallus is a strange family with close, personal (and some say sexual) relationships with apes, bears and lions. They're competent bushmen besides, scouts, hunters and shaman. They're very close with 'Dir, but dislike the mercurial Ruiz. They're led by Vivictus Mallus, a tamer of apes and fearsome berserker.
Ruiz
+2 Knowledge Checks involving sailing and oceans and +1 Athletics.
Pirates, sailors, brigands and swashbucklers, Ruiz is a house likened to the sea, mercurial, bold but quick to anger. They are a charismatic and cunning lot comprising the Tir'Buk, and now Saspien, navy. All their most important members own a ship, or act as first mates, though every one of them is part of a crew. They're led by the young, voracious Sharkson, a competent seductor and a very competent fight, to say nothing of a brilliant seaman.
Dhampir
While dhampir were once shunned oddities concieved by one in a handful of terrible ways, half-vampires' reception has grown more positive in Saspien (and by extension Northern society) thanks mostly to the vampire's dhampir king. Dhampir frequency is also increasing due to vampires' newly-gained ability to conceive with humans. Thus a young minority of hopeful dhampir (none older than 17) has risen across the North, though almost exclusively within Saspien.
Dhampir appear as humans with commanding auras, reflecting the stronger features of the vampire race in their posture, chins and cheekbones. They possess a slightly-ashen complexion and disarming stares. Their canines are slightly overdeveloped and they tend not to tan, but otherwise appear nothing more than odd humans.
It is guessed dhampir age at a rate consistent with vansi, considering what has been seen of their aging, with suspected lifespans of around 125 years. Similarly, preexisting dhampir, having lost their undead-like aspects, are finding their once near-endless lives catching up to them, even killing those beyond 125. This has serious implications for the future of Saspien, as King Dante has a limited rule.
Dhampir
Average Height: 5'5 - 6'2
Average Weight: 140 - 220lb.
Ability Adjustment: +2 Con and +2 Cha
Size: Medium
Speed: 6
Vision: Low-light
Languages: Common, Infernal
Skill Adjustments: +2 Endurance, +2 Intimidate
Dual Heritage: You can take feats that have either vampire or human as a prerequisite (or dhampir-specific feats), granted you meet any other requirements.
Gravekin: Your vampiric ancestry affords you a +1 bonus to Fortitude defense and +2 bonus to savings throws against necrotic effects.
Child of Twilight: You may choose either blood drain or overwhelming gaze as a racial encounter power. The choice remains throughout your character's life.
Blood Drain (Vampire Racial Power)
You sink your fangs into an immobile victim, draining away their life to sustain your own.
Encounter
Standard Action
Target: One Natural or Fey Creature
Requirement: Must have Combat Advantage.
Restriction: Constructs are immune.
Hit: You heal 1d6+Con and inflict that much damage on the target.
Increase the bonus to +4 and the damage to 2d6 at 11th level, and +6 and 3d6 at 21st.
Special: When you create your character, choose Strength, Dexterity or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
or
Overwhelming Gaze (Vampire Racial Power)
Your wide-eyed, piercing gaze floods a victim's mind with your darkest thoughts.
Encounter (Gaze): Charm, Psychic, Fear
Standard Action
Range 5
Target: One Creature
Attack: Int, Wis or Cha +2 vs. Will
Hit: Target is dazed (save ends)
Sustain Minor: You sustain the power's effect.
Increase the bonus to +4 at 11th level and +6 at 21st.
Special: When you create your character, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
Regional Heritage: You also receive extra bonuses depending on where you're from, chosen from a region list of bonuses forthcoming.
Feats
Besides the general feats in the PHB, vampires also qualify for these feats even if they don't meet the prerequisites: Hellfire Blood and Light Step.
In addition, vampires and dhampir also have access to several custom heroic feats.
Elemental Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on elemental creatures.
Immortal Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on immortal creatures.
Aberrant Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on aberrant creatures.
Shadow Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on shadow creatures, including other vampires.
Undeath Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on undead creatures.
Slowing Gaze
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: You can choose for a successful overwhelming gaze attack to slow a target instead.
Nightmare Gaze
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: Every round your gaze is successfully sustained, it deals 1d6 psychic damage to the target.
Psychic Waltz
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: When you successfully hit with overwhelming gaze, you can shift the target 1 square in addition to keeping him dazed. Every round the target remains under your control, you can push him 1 square.
Lich-Loved
Prerequisite: Vampire
Special: Necrophilia on a regular basis
Benefit: Mindless undead regard you as one of their own, ignoring you unless provoked. Provocation includes the undead being attacked while you are in their threat range or you attacking the undead.
Graveborn
Prerequisite: Dhampir, gravekin racial trait
Benefit: You replace your gravekin racial trait with a vampire's graveborn.
Night Stalker's Sight
Prerequisite: Dhampir, low-light vision
Benefit: You now have darkvision.
Skill Muse
Prerequisite: Hybrid Race
Benefit: Choose one skill you are trained in or racially adjusted towards. You grant all allies within 5 squares of you a +1 bonus to that skill. This skill choice can be switched after a short or extended rest while in combat or a strenuous situation, or at will otherwise.
Photoreflex
Prerequisite: Hybrid Race
Benefit: Choose one skill you have seen performed since your last extended rest. You gain a +2 bonus to that skill until your next extended rest, even if it's untrained.
Vampires have experienced a series of dramatic changes since the Demon War and the close of the Third Cycle.
No longer holding any ties with Laz, the race has inherently changed, losing the Lich God's undead blessing and in essence becoming mortal. Many vampires perished during the Change, only humanoid vampires surviving. Once a people created and sustained by conversion to undeath, varied as all the world's races, vampires now reproduce as any other race and have inherited a more unifying set of traits. Vampires appear as humans with strong cheekbones and chins, heavy-lidded eyes that occasionally reflect light like a predatory animal, and ashen skin which mutes whatever coloring they once held. Their fangs elongate when triggered by adrenaline, usually before a kill, when entering battle or when aroused.
These dramatic changes to the fundamental makeup of the race as a whole might have brought about the end of vampire civilization if not for the quickness of Hell to fill the power and worship gap. With Torment's envoy Dante sitting Saspien's throne and the Dark Gods' clergy having already had a presence in the city, speedy moves were made to ensure the continued alliance between Houses and the increase of Hell's power on Othyr.
All the better for Hecate (pronounced Heh-ka-tee), deific offspring of Serren and Tazjaree, who inherited Invidious' spark to become the new dark goddess of envy, lies and politics. Being the only dark god present in Torment, she is worshiped exclusively as Queen of Hell by the majority of the vampires and all but the eldest of devils still loyal to their creators. Much of the dark gods' clergy has converted to Hecate, uniting into a faith of unspeakable power and resources the likes of which separate they could never have dreamed. Old religious hatreds between dark god worshipers have changed to cutthroat rivalries, each of the former faiths now homogeneous sects of Wrath, Lust, Pride, Envy, Gluttony, Sloth and even Greed with no regard to the former dark gods embodying them. The seven sects endlessly vie for Hecate's favor, employing cruel and merciless politicking which pleases her greatly.
The Church of Hecate is a staunch supporter of King Dante and together Saspien has prospered like in the days of old, becoming an unshakable monarchy with heavy theocratic leanings.
The Change also heralded the return of three lost houses thought destroyed ages ago: House 'Dir, House Mallus and House Ruiz. They were once but minor families charged by the ancient King of the Night to expand his empire. Not long after their departure, Nor's Rebellion erupted, leveling much of the world and breaking Pangeal into continents. Now the missing three are returned to find all the minor houses long-since consumed by the surviving four houses: Il'spana, Lorein, Al'Zareef and Calalas. They've rightfully taken their place among them, the long centuries away from Saspien having tempered their foreign families into equals, if not superiors, to their Othyrian contemporaries.
Not only do they bring added strength to Saspien, they've also established a vampire presence on the tip of a continent deep in the southwest deeps of the Atlantia Ocean, a dark, jungle realm dubbed Tir'Buk.
And so a new identity is forged for the ancient race, changed but more powerful than ever, an Umbral Empire under the leadership of the current King of the Night, Dante Il'spana, and the seven sects of the Church of Hecate.
* See the upcoming History of Othyr for the origins and ancient history of the Vampires.
Vampire Facts:
- Vampires still require blood to live as normal races require food and water.
- Vampires need sleep, what they call torpor, of the amount normal races require for extended rests. This must be done out of direct sunlight or they receive no resting benefits. Most rest during the day, but this is not required.
- Vampires now speak Infernal as their native tongue, but also know Common, largely because of Hell's strong presence in Saspien.
- Classic vampire weaknesses do not work on Othyrian vampires, nor does anything that effects undead. They are a mortal race with an age akin to elves, capable of living for thousands of years.
- More and more vampires are calling Saspien the City of the Night and its more ancient name Cliffside thanks in part to the slang brought back from Tir'Buk. Call it whatever you like best, though.
Vampire
Average Height: 5'5 - 6'2
Average Weight: 140 - 220lb.
Ability Adjustment: +2 Dex, +2 Cha
Size: Medium
Speed: 6
Vision: Darkvision
Languages: Common, Infernal
Skill Modifiers: +2 Intimidate, +2 Stealth
Bloodhunt: You gain a +1 bonus to attacks against bloodied creatures.
Graveborn: You have resist Necrotic 5 + 1/2 your level, and vulnerability 5 Radiant.
Shadowy Origin: Your ancestors came from the shadow plane of Cadavera, thus you are considered a shadow creature for the purpose of effects that relate to creature origin.
Child of Night: Once per encounter, you can use either blood drain or overwhelming gaze:
Blood Drain (Vampire Racial Power)
You sink your fangs into an defenseless victim, draining away their life to sustain your own.
Encounter
Standard Action
Target: One Natural or Fey Creature
Requirement: Must have Combat Advantage.
Restriction: Constructs are immune.
Attack: Str, Dex or Con +2 vs. Reflex
Hit: You heal 1d6+Con and inflict that much damage on the target.
Increase the bonus to +4 and the damage to 2d6 at 11th level, and +6 and 3d6 at 21st.
Special: When you create your character, choose Strength, Dexterity or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
or
Overwhelming Gaze (Vampire Racial Power)
Your wide-eyed, piercing gaze floods a victim's mind with your darkest thoughts.
Encounter (Gaze): Charm, Psychic, Fear
Standard Action
Range 5
Target: One Creature
Attack: Int, Wis or Cha +2 vs. Will
Hit: Target is dazed (save ends)
Sustain Minor: You sustain the power's effect.
Increase the bonus to +4 at 11th level and +6 at 21st.
Special: When you create your character, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
House Heritage: You also receive extra bonuses depending on what family you're from.
Il'spana
+2 Knowledge Checks involving Shadow creatures and places and an additional +1 Stealth.
Il'spana is a house of spies, assassins and warlocks of the darkness pact, the Black Web as they're sometimes called, with a long history of shadow powers and ties to the ancient Vampire home plane of Cadavera. In recent years they have gained much prominence, as King Dante is of this House. The current leader is Preyth Myfang, a spymaster of the highest order.
Lorein
+2 Knowledge Checks involving Undead creatures and places and +1 Intimidate.
Once the most powerful family in Saspien, whose influence sprung from their mastery of necromancy and undeath, the full abandonment of Laz and the Change has left them scrambling to retain their seats of power. They were the first to convert to Hecate and have produced the most new clerics and paladins since. Their current leaders are the incestuous twins Soziel and Naphira, both of whom hold little love of their king.
Al'Zareef
+2 Knowledge Checks involving Immortal and Elemental creatures and places.
The house of summoners, based in the labyrinthine lurks of the great Ziggurat, are almost exclusively wizards and warlocks. Their trade, as ever, is the binding, dealing and combating of extraplanar creatures, specifically immortal and elemental creatures, more specifically devils and demons. The imprisonment and divine prevention of demon conjuring has taken a toll on the house, but has been counterbalanced by the increased correspondences with Hell and its denizens. Their current leader is the High Pacter Husifar, a supporter of Dante and friend of the Saviors.
Calalas
+2 Knowledge Checks involving Fey and Plant creatures and places.
Led by the Western Archdruid Dabian, House Calalas is a family of druids, rangers and warlocks of fey pacts. They maintain a strange balance between natural and unnatural with their dealings and were the first supporters of the King. They feel vindicated by becoming a mortal race as it brings them closer to the natural way of things. This has also turned the family into a collection of nymphomaniacs, reveling in the new-found joy of sex. Calalas has subsequently produced the most dhampir.
'Dir
+2 Knowledge Checks involving Wars, Battles and Military History and +1 Acrobatics.
In the depths of Tir'Buk, the three families had need of protection, for many dangers and indigenous peoples stood in their way. House 'Dir answered that call, led by their ancestral hero Ver'Dir. They are a family of rangers and fighters equaled by few, specializing in covert missions and guerrilla warfare. They have ever been loyal to the King of the Night, even after all these ages, and were the driving impetus to return to Saspien once effected by the Change. In Saspien, 'Dir comprises most of the army, replacing what once was filled by scores of Lorein undead troops, earning 'Dir their hatred. The house is currently led by The Engineer, Palan'Dir, an accomplished warrior and inventor of a wicked weapon known as the warshear.
Mallus
+2 Knowledge Checks involving animals and +1 Nature.
Tamers and beast masters, Mallus is a strange family with close, personal (and some say sexual) relationships with apes, bears and lions. They're competent bushmen besides, scouts, hunters and shaman. They're very close with 'Dir, but dislike the mercurial Ruiz. They're led by Vivictus Mallus, a tamer of apes and fearsome berserker.
Ruiz
+2 Knowledge Checks involving sailing and oceans and +1 Athletics.
Pirates, sailors, brigands and swashbucklers, Ruiz is a house likened to the sea, mercurial, bold but quick to anger. They are a charismatic and cunning lot comprising the Tir'Buk, and now Saspien, navy. All their most important members own a ship, or act as first mates, though every one of them is part of a crew. They're led by the young, voracious Sharkson, a competent seductor and a very competent fight, to say nothing of a brilliant seaman.
Dhampir
While dhampir were once shunned oddities concieved by one in a handful of terrible ways, half-vampires' reception has grown more positive in Saspien (and by extension Northern society) thanks mostly to the vampire's dhampir king. Dhampir frequency is also increasing due to vampires' newly-gained ability to conceive with humans. Thus a young minority of hopeful dhampir (none older than 17) has risen across the North, though almost exclusively within Saspien.
Dhampir appear as humans with commanding auras, reflecting the stronger features of the vampire race in their posture, chins and cheekbones. They possess a slightly-ashen complexion and disarming stares. Their canines are slightly overdeveloped and they tend not to tan, but otherwise appear nothing more than odd humans.
It is guessed dhampir age at a rate consistent with vansi, considering what has been seen of their aging, with suspected lifespans of around 125 years. Similarly, preexisting dhampir, having lost their undead-like aspects, are finding their once near-endless lives catching up to them, even killing those beyond 125. This has serious implications for the future of Saspien, as King Dante has a limited rule.
Dhampir
Average Height: 5'5 - 6'2
Average Weight: 140 - 220lb.
Ability Adjustment: +2 Con and +2 Cha
Size: Medium
Speed: 6
Vision: Low-light
Languages: Common, Infernal
Skill Adjustments: +2 Endurance, +2 Intimidate
Dual Heritage: You can take feats that have either vampire or human as a prerequisite (or dhampir-specific feats), granted you meet any other requirements.
Gravekin: Your vampiric ancestry affords you a +1 bonus to Fortitude defense and +2 bonus to savings throws against necrotic effects.
Child of Twilight: You may choose either blood drain or overwhelming gaze as a racial encounter power. The choice remains throughout your character's life.
Blood Drain (Vampire Racial Power)
You sink your fangs into an immobile victim, draining away their life to sustain your own.
Encounter
Standard Action
Target: One Natural or Fey Creature
Requirement: Must have Combat Advantage.
Restriction: Constructs are immune.
Hit: You heal 1d6+Con and inflict that much damage on the target.
Increase the bonus to +4 and the damage to 2d6 at 11th level, and +6 and 3d6 at 21st.
Special: When you create your character, choose Strength, Dexterity or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
or
Overwhelming Gaze (Vampire Racial Power)
Your wide-eyed, piercing gaze floods a victim's mind with your darkest thoughts.
Encounter (Gaze): Charm, Psychic, Fear
Standard Action
Range 5
Target: One Creature
Attack: Int, Wis or Cha +2 vs. Will
Hit: Target is dazed (save ends)
Sustain Minor: You sustain the power's effect.
Increase the bonus to +4 at 11th level and +6 at 21st.
Special: When you create your character, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
Regional Heritage: You also receive extra bonuses depending on where you're from, chosen from a region list of bonuses forthcoming.
Feats
Besides the general feats in the PHB, vampires also qualify for these feats even if they don't meet the prerequisites: Hellfire Blood and Light Step.
In addition, vampires and dhampir also have access to several custom heroic feats.
Elemental Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on elemental creatures.
Immortal Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on immortal creatures.
Aberrant Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on aberrant creatures.
Shadow Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on shadow creatures, including other vampires.
Undeath Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on undead creatures.
Slowing Gaze
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: You can choose for a successful overwhelming gaze attack to slow a target instead.
Nightmare Gaze
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: Every round your gaze is successfully sustained, it deals 1d6 psychic damage to the target.
Psychic Waltz
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: When you successfully hit with overwhelming gaze, you can shift the target 1 square in addition to keeping him dazed. Every round the target remains under your control, you can push him 1 square.
Lich-Loved
Prerequisite: Vampire
Special: Necrophilia on a regular basis
Benefit: Mindless undead regard you as one of their own, ignoring you unless provoked. Provocation includes the undead being attacked while you are in their threat range or you attacking the undead.
Graveborn
Prerequisite: Dhampir, gravekin racial trait
Benefit: You replace your gravekin racial trait with a vampire's graveborn.
Night Stalker's Sight
Prerequisite: Dhampir, low-light vision
Benefit: You now have darkvision.
Skill Muse
Prerequisite: Hybrid Race
Benefit: Choose one skill you are trained in or racially adjusted towards. You grant all allies within 5 squares of you a +1 bonus to that skill. This skill choice can be switched after a short or extended rest while in combat or a strenuous situation, or at will otherwise.
Photoreflex
Prerequisite: Hybrid Race
Benefit: Choose one skill you have seen performed since your last extended rest. You gain a +2 bonus to that skill until your next extended rest, even if it's untrained.
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