Ketolos
First Post
One of my players is nuts to vampires and he wants to play one badly. So another of my players tried to make up Vampire paragon path. So check it out and give me your opinion.
Vampire Lord
Prerequisite: Humanoid
Vampire Lord Path Features:
Vampiric Traits (11th level): You are considered an undead creature for the purpose of effects that relate to creature origin. You gain resist necrotic damage 10 (20 at 21st level) and vulnerability radiant damage 5 (10 at 21st level). You are immune to disease and poison. You also gain darkvision.
Special: When you become Vampire Lord, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls a damage rolls with Vampire Lord paragon path powers. Each of these powers has the same power source as that provided by the class that qualified you to enter this paragon path.
Mist Form (11th level): When you are hit by an attack, you can spend an action point and gain no extra action. Instead as an immediate interrupt you become insubstantial and gain fly of speed 12 until the end of your next turn. You can end the effect as a minor action or sustain the effect as a standard action. You cannot make attacks while in mist form. Mist form automatically ends at the end of encounter or after five minutes.
Bloodlust (16th level): When a bloodied enemy is wihin 5 squares of you at a start of its turn, it takes necrotic damage equal to your Charisma modifier. You also gain extra 1d4 damage when attacking a bloodied enemy.
Encounter power (11th level):
Blood Drain
Encounter * Healing
Standard Action * Melee Special
Target: One creature
Attack: Requires Combat Advantage, Chosen Ability +3 (+4 at 16th level, +5 at 21st level, +6 at 26th level) vs. Fort
Hit: 2d12 + chosen ability damage, and the target is weakened (save ends), and you regain hit points as if you had spent a healing surge.
Utility power (12th level):
Vampiric Regeneration
Daily * Healing
Minor Action * Personal
Effect: You gain regeneration equal one-half your level until the end of encounter. Regeneration does not function while you are exposed to direct sunlight at the start of your turn.
Daily power (20th level):
Dominating Gaze
Daily * Charm
Standard Action * Ranged 5
Target: One creature
Attack: Chosen Ability +3 (+4 at 16th level, +5 at 21st level, +6 at 26th level) vs. Will
Hit: The target is dominated (save ends, with –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends).
Miss: The target is dazed until end of its next turn.
Vampire Lord
Prerequisite: Humanoid
Vampire Lord Path Features:
Vampiric Traits (11th level): You are considered an undead creature for the purpose of effects that relate to creature origin. You gain resist necrotic damage 10 (20 at 21st level) and vulnerability radiant damage 5 (10 at 21st level). You are immune to disease and poison. You also gain darkvision.
Special: When you become Vampire Lord, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls a damage rolls with Vampire Lord paragon path powers. Each of these powers has the same power source as that provided by the class that qualified you to enter this paragon path.
Mist Form (11th level): When you are hit by an attack, you can spend an action point and gain no extra action. Instead as an immediate interrupt you become insubstantial and gain fly of speed 12 until the end of your next turn. You can end the effect as a minor action or sustain the effect as a standard action. You cannot make attacks while in mist form. Mist form automatically ends at the end of encounter or after five minutes.
Bloodlust (16th level): When a bloodied enemy is wihin 5 squares of you at a start of its turn, it takes necrotic damage equal to your Charisma modifier. You also gain extra 1d4 damage when attacking a bloodied enemy.
Encounter power (11th level):
Blood Drain
Encounter * Healing
Standard Action * Melee Special
Target: One creature
Attack: Requires Combat Advantage, Chosen Ability +3 (+4 at 16th level, +5 at 21st level, +6 at 26th level) vs. Fort
Hit: 2d12 + chosen ability damage, and the target is weakened (save ends), and you regain hit points as if you had spent a healing surge.
Utility power (12th level):
Vampiric Regeneration
Daily * Healing
Minor Action * Personal
Effect: You gain regeneration equal one-half your level until the end of encounter. Regeneration does not function while you are exposed to direct sunlight at the start of your turn.
Daily power (20th level):
Dominating Gaze
Daily * Charm
Standard Action * Ranged 5
Target: One creature
Attack: Chosen Ability +3 (+4 at 16th level, +5 at 21st level, +6 at 26th level) vs. Will
Hit: The target is dominated (save ends, with –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends).
Miss: The target is dazed until end of its next turn.