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Vampire: Past the Masquerade, How Not to Suck
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<blockquote data-quote="MwaO" data-source="post: 6927509" data-attributes="member: 12749"><p><strong>Powers</strong></p><p></p><p>At-Wills:</p><p><strong>Dark Beckoning</strong> - a useful 'stop flying nearby me' power. Especially good for MC Paladins. Not usable with Blood Drinker, though...</p><p><strong><span style="color: #0000FF">Taste of Life</span></strong> - do some damage & gain some temp hit points. As it is against Fortitude, don't use it against Soldiers, but helpful against the back line.</p><p><strong><span style="color: #0000FF">Vampire Slam</span></strong> - go to melee basic attack. This needs an implement, not a weapon, so goal is a weapliment of some kind for a Dragon Shard and Accurate Implement. One of the reasons a Sorcerer is a strong MC class is it opens up both Staff and Dagger as choices. Otherwise, Crusader's Mace makes for the best choice</p><p></p><p>Encounters:</p><p>1, 7: <strong><span style="color: #0000FF">Blood Drinker</span></strong> - do an extra 1d10/2d10/3d10 damage and gain a healing surge. Especially if you don't have someone who grants attacks in the party and on top of it, you didn't power swap, much better than the Encounter Powers. Once per turn, so only once on an AP turn, but usable when granted an attack as it isn't once per round. But remember, triggers after you hit. So if you're unlucky with your attack rolls, that means more rounds of potential use...</p><p>3: <span style="color: #800080"><strong>Feral Assault</strong></span> Essentially do an extra 8 or so damage over your Vampire Slam. And have an option to do two targets at the cost of a Healing Surge. Except it doesn't work with Blood Drinker. Prime Power Swap opportunity.</p><p>17: <span style="color: #800080"><strong>Unleashed Fury</strong></span> Upgrade to Feral Assault that lasts for about 3 levels before Vampire Slam gets its extra d10. You probably swapped out Feral Assault, this is just an opportunity to potentially get a better option.</p><p></p><p></p><p>Dailies:</p><p>1: <strong><span style="color: #33CCCC">Swarm of Shadows</span></strong> Close Blast attack power with Movement+Invisibility as a boni. Don't forget to make a stealth check. Especially great with MC Paladins</p><p>5: <span style="color: #800080"><strong>Unfettered Hunger</strong></span> Close Burst power that then adds damage and mobility. But no spending healing surges. Dangerous power for when you want it especially when guessing. This is retrain bait for keeping Swarm of Shadows.</p><p>9: <strong><span style="color: #33CCCC">Dominating Gaze</span></strong> Essentially Reliable Domination. Good stuff unless you dumped Charisma.</p><p>15: <strong><span style="color: #0000FF">Hungry Swarm</span></strong> An upgraded Swarm of Shadows. If you dumped Charisma, retrain Dominating Gaze into Swarm of Shadows here. Otherwise, I'd retrain Unfettered Hunger into Swarm of Shadows.</p><p>25: <strong><span style="color: #33CCCC">Irresistible Gaze</span></strong> An upgraded Dominating Gaze. If you didn't dump Charisma, I'd potentially consider retraining Hungry Swarm into Dominating Gaze.</p><p>29: <strong><span style="color: #33CCCC">Consuming Swarm</span></strong> Upgraded Hungry Swarm. Great power, be invisible essentially at-will for an entire combat. If you dumped Cha, retrain Irresistible Gaze into Hungry Swarm.</p><p></p><p>Utilities:</p><p>2: Recommendations: Charming Gaze or Agile Recovery(Acrobatics)</p><p><strong><span style="color: #0000FF">Charming Gaze</span></strong> - A Leaderish power - set up target to not be able to do opportunity attacks or reactions - good for getting past the Soldier with a charge attack against someone behind him. Paladins like this.</p><p><strong>Hunter's Gaze</strong> - Decent, grants CA. But Cunning Stalker ought to be part of your portfolio of feats, so not that useful.</p><p><span style="color: #0000FF"><strong></strong></span></p><p><span style="color: #0000FF"><strong>Agile Recovery</strong></span> (PHB 3) - Standing up to a Minor Action. Acrobatics</p><p></p><p>4:</p><p><strong><span style="color: #0000FF">Strength of Blood</span></strong> Make that next Athletics, Endurance or Strength check.</p><p></p><p>6: Recommendations: Timely Dodge(Acrobatics), Tumbling Dodge(Acrobatics), Eyes of the Deep Delver(Dungeoneering 6), Prescient Maneuver(Insight 6), Guided Shot(Perception 6), Deliverance of Faith(Religion 6)</p><p><span style="color: #800080"><strong>Form of the Bat</strong></span> Cornercase option for when you want to gain access to areas without being spotted as a person. If that shows up a lot, great. If it doesn't, swap out for a skill power. Lots of good level 6 skill powers.</p><p></p><p>10: Recommendations: Cry for Mercy(Diplomacy), Reactive Surge(Endurance), Snap Out of It(Intimidate), Perfect Sight(Perception 10)</p><p><span style="color: #800080"><strong>Gaseous Form</strong></span> Improved Form of the Bat with combat utility when doing Second Wind, but only a Daily. Skill Power bait.</p><p></p><p>16: Recommendations: Reflexive Dodge(Acrobatics), Insightful Warning(Arcana), Indomitable Ally(Diplomacy), Insightful Riposte(Insight), </p><p><span style="color: #800080"><strong>Shared Blood</strong></span> Creepy Temp Hit Points+Save as a daily and costing a standard action. Impressive when used, but I think again, Skill Power bait.</p><p></p><p>22:</p><p><strong><span style="color: #33CCCC">Blood Drinker's Pounce</span></strong> Hold on here, we have a winner. Free Move+Attack after bloodying/dropping an opponent? Only downside is you presumably want to use it on an opponent you know got bloodied by an attack or waste Blood Drinker on a dead opponent.</p><p></p><p><strong><span style="color: #0000FF">Culling Call</span></strong> Again, better than other options. Drop an opponent, gain a free Dark Beckoning Attack. Good stuff and more controllable. Sorcerer's Friend.</p></blockquote><p></p>
[QUOTE="MwaO, post: 6927509, member: 12749"] [b]Powers[/b] At-Wills: [B]Dark Beckoning[/B] - a useful 'stop flying nearby me' power. Especially good for MC Paladins. Not usable with Blood Drinker, though... [B][COLOR=#0000FF]Taste of Life[/COLOR][/B][COLOR=#0000FF][/COLOR] - do some damage & gain some temp hit points. As it is against Fortitude, don't use it against Soldiers, but helpful against the back line. [B][COLOR=#0000FF]Vampire Slam[/COLOR][/B][COLOR=#0000FF][/COLOR] - go to melee basic attack. This needs an implement, not a weapon, so goal is a weapliment of some kind for a Dragon Shard and Accurate Implement. One of the reasons a Sorcerer is a strong MC class is it opens up both Staff and Dagger as choices. Otherwise, Crusader's Mace makes for the best choice Encounters: 1, 7: [B][COLOR=#0000FF]Blood Drinker[/COLOR][/B][COLOR=#0000FF][/COLOR] - do an extra 1d10/2d10/3d10 damage and gain a healing surge. Especially if you don't have someone who grants attacks in the party and on top of it, you didn't power swap, much better than the Encounter Powers. Once per turn, so only once on an AP turn, but usable when granted an attack as it isn't once per round. But remember, triggers after you hit. So if you're unlucky with your attack rolls, that means more rounds of potential use... 3: [COLOR=#800080][B]Feral Assault[/B][/COLOR] Essentially do an extra 8 or so damage over your Vampire Slam. And have an option to do two targets at the cost of a Healing Surge. Except it doesn't work with Blood Drinker. Prime Power Swap opportunity. 17: [COLOR=#800080][B]Unleashed Fury[/B][/COLOR] Upgrade to Feral Assault that lasts for about 3 levels before Vampire Slam gets its extra d10. You probably swapped out Feral Assault, this is just an opportunity to potentially get a better option. Dailies: 1: [B][COLOR=#33CCCC]Swarm of Shadows[/COLOR][/B][COLOR=#33CCCC][/COLOR] Close Blast attack power with Movement+Invisibility as a boni. Don't forget to make a stealth check. Especially great with MC Paladins 5: [COLOR=#800080][B]Unfettered Hunger[/B][/COLOR] Close Burst power that then adds damage and mobility. But no spending healing surges. Dangerous power for when you want it especially when guessing. This is retrain bait for keeping Swarm of Shadows. 9: [B][COLOR=#33CCCC]Dominating Gaze[/COLOR][/B][COLOR=#33CCCC][/COLOR] Essentially Reliable Domination. Good stuff unless you dumped Charisma. 15: [B][COLOR=#0000FF]Hungry Swarm[/COLOR][/B][COLOR=#0000FF][/COLOR] An upgraded Swarm of Shadows. If you dumped Charisma, retrain Dominating Gaze into Swarm of Shadows here. Otherwise, I'd retrain Unfettered Hunger into Swarm of Shadows. 25: [B][COLOR=#33CCCC]Irresistible Gaze[/COLOR][/B][COLOR=#33CCCC][/COLOR] An upgraded Dominating Gaze. If you didn't dump Charisma, I'd potentially consider retraining Hungry Swarm into Dominating Gaze. 29: [B][COLOR=#33CCCC]Consuming Swarm[/COLOR][/B][COLOR=#33CCCC][/COLOR] Upgraded Hungry Swarm. Great power, be invisible essentially at-will for an entire combat. If you dumped Cha, retrain Irresistible Gaze into Hungry Swarm. Utilities: 2: Recommendations: Charming Gaze or Agile Recovery(Acrobatics) [B][COLOR=#0000FF]Charming Gaze[/COLOR][/B][COLOR=#0000FF][/COLOR] - A Leaderish power - set up target to not be able to do opportunity attacks or reactions - good for getting past the Soldier with a charge attack against someone behind him. Paladins like this. [B]Hunter's Gaze[/B] - Decent, grants CA. But Cunning Stalker ought to be part of your portfolio of feats, so not that useful. [COLOR=#0000FF][b] Agile Recovery[/b][/COLOR] (PHB 3) - Standing up to a Minor Action. Acrobatics 4: [B][COLOR=#0000FF]Strength of Blood[/COLOR][/B][COLOR=#0000FF][/COLOR] Make that next Athletics, Endurance or Strength check. 6: Recommendations: Timely Dodge(Acrobatics), Tumbling Dodge(Acrobatics), Eyes of the Deep Delver(Dungeoneering 6), Prescient Maneuver(Insight 6), Guided Shot(Perception 6), Deliverance of Faith(Religion 6) [COLOR=#800080][B]Form of the Bat[/B][/COLOR] Cornercase option for when you want to gain access to areas without being spotted as a person. If that shows up a lot, great. If it doesn't, swap out for a skill power. Lots of good level 6 skill powers. 10: Recommendations: Cry for Mercy(Diplomacy), Reactive Surge(Endurance), Snap Out of It(Intimidate), Perfect Sight(Perception 10) [COLOR=#800080][B]Gaseous Form[/B][/COLOR] Improved Form of the Bat with combat utility when doing Second Wind, but only a Daily. Skill Power bait. 16: Recommendations: Reflexive Dodge(Acrobatics), Insightful Warning(Arcana), Indomitable Ally(Diplomacy), Insightful Riposte(Insight), [COLOR=#800080][B]Shared Blood[/B][/COLOR] Creepy Temp Hit Points+Save as a daily and costing a standard action. Impressive when used, but I think again, Skill Power bait. 22: [B][COLOR=#33CCCC]Blood Drinker's Pounce[/COLOR][/B][COLOR=#33CCCC][/COLOR] Hold on here, we have a winner. Free Move+Attack after bloodying/dropping an opponent? Only downside is you presumably want to use it on an opponent you know got bloodied by an attack or waste Blood Drinker on a dead opponent. [B][COLOR=#0000FF]Culling Call[/COLOR][/B][COLOR=#0000FF][/COLOR] Again, better than other options. Drop an opponent, gain a free Dark Beckoning Attack. Good stuff and more controllable. Sorcerer's Friend. [/QUOTE]
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