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Assassin, Battlemind, and Vampire
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<blockquote data-quote="Neonchameleon" data-source="post: 5742479" data-attributes="member: 87792"><p>OK. Let's tweak Feral Assault slightly.</p><p> </p><p>Feral Assault Attack 3</p><p>Free Action</p><p>Trigger: You hit a foe with a vampire melee at will power</p><p>Effect: You gain no effect beyond damage from this attack. Instead you may repeat this attack against the target.</p><p>Effect: You may spend one healing surge to make an at will melee attack against each other adjacent target</p><p>Special: You may not use Feral Assault and Blood Drinker on the same turn.</p><p> </p><p>Also for the boost they need, Vampires should gain more out of multiclassing than other classes - after all they have longer to do it. As there IIRC was little multiclassing in Essentials, try the following:</p><p> </p><p>Power of the Damned: </p><p>When you multiclass as a Vampire you gain the following benefit based on the power source you are multiclassing to:</p><p> </p><p><strong>Martial:</strong> <em>The endless warrior:</em> Your vampire melee at wills gain the weapon keyword while you are wielding a weapon. The damage remains unchanged and they do not gain the benefit of weapon proficiency but they may use magic weapons and items that apply to weapon attacks now apply to these powers. (Why yes, I did just allow Iron Armbands of Power and a Charge Build). Gain +2 to Acrobatics and Athletics, and you count as trained in Acrobatics for the purpose of falling.</p><p> </p><p><strong>Arcane:</strong> <em>Blood magic:</em> Gain the Ritual Caster feat and two free rituals, plus a further two at the start of each tier. You may spend a healing surge to negate half the component cost of a ritual - or two to negate it all. In addition targets of your ranged Vampiric At Wills take -2 to attack rolls until the end of your next turn. Gain +2 to Arcana and Religion and you count as trained in both for the purpose of ritual casting.</p><p> </p><p><strong>Divine:</strong> <em>Resilience of the Damned:</em> Add half your level to your regeneration and to the temporary hit points granted by your vampiric At Will powers. In addition, at the DM's option you may only be permanently killed by "traditional means" such as a stake through the heart or being buried under a crossroads. Gain +2 to Religion and Endurance.</p><p> </p><p><strong>Primal:</strong> <em>Savage Hunter: </em>Gain a +1 bonus to hit with Vampire At Will powers, and +1 to your regeneration and the temporary hit points gained with your Vampire At Will powers. The bonus to regeneration and temp hp increases to +3 at 11th level and +5 at 21st. Gain +2 to Intimidate and Perception.</p><p> </p><p><strong>Psionic:</strong> <em>Master Mesmerist:</em> Your ranged Vampire at wills increase to range ten, becomes a Ranged Basic Attack, and can knock a target prone on a hit. (Of course it doesn't work with your Feral Assault). Gain +2 to Bluff and Insight.</p><p> </p><p>You may only gain one of these bonusses even if a class has more than one power source.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5742479, member: 87792"] OK. Let's tweak Feral Assault slightly. Feral Assault Attack 3 Free Action Trigger: You hit a foe with a vampire melee at will power Effect: You gain no effect beyond damage from this attack. Instead you may repeat this attack against the target. Effect: You may spend one healing surge to make an at will melee attack against each other adjacent target Special: You may not use Feral Assault and Blood Drinker on the same turn. Also for the boost they need, Vampires should gain more out of multiclassing than other classes - after all they have longer to do it. As there IIRC was little multiclassing in Essentials, try the following: Power of the Damned: When you multiclass as a Vampire you gain the following benefit based on the power source you are multiclassing to: [B]Martial:[/B] [I]The endless warrior:[/I] Your vampire melee at wills gain the weapon keyword while you are wielding a weapon. The damage remains unchanged and they do not gain the benefit of weapon proficiency but they may use magic weapons and items that apply to weapon attacks now apply to these powers. (Why yes, I did just allow Iron Armbands of Power and a Charge Build). Gain +2 to Acrobatics and Athletics, and you count as trained in Acrobatics for the purpose of falling. [B]Arcane:[/B] [I]Blood magic:[/I] Gain the Ritual Caster feat and two free rituals, plus a further two at the start of each tier. You may spend a healing surge to negate half the component cost of a ritual - or two to negate it all. In addition targets of your ranged Vampiric At Wills take -2 to attack rolls until the end of your next turn. Gain +2 to Arcana and Religion and you count as trained in both for the purpose of ritual casting. [B]Divine:[/B] [I]Resilience of the Damned:[/I] Add half your level to your regeneration and to the temporary hit points granted by your vampiric At Will powers. In addition, at the DM's option you may only be permanently killed by "traditional means" such as a stake through the heart or being buried under a crossroads. Gain +2 to Religion and Endurance. [B]Primal:[/B] [I]Savage Hunter: [/I]Gain a +1 bonus to hit with Vampire At Will powers, and +1 to your regeneration and the temporary hit points gained with your Vampire At Will powers. The bonus to regeneration and temp hp increases to +3 at 11th level and +5 at 21st. Gain +2 to Intimidate and Perception. [B]Psionic:[/B] [I]Master Mesmerist:[/I] Your ranged Vampire at wills increase to range ten, becomes a Ranged Basic Attack, and can knock a target prone on a hit. (Of course it doesn't work with your Feral Assault). Gain +2 to Bluff and Insight. You may only gain one of these bonusses even if a class has more than one power source. [/QUOTE]
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