Posts Tagged ‘bloodspawn’

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Bloodspawn Paragon Path and Epic Destiny

July 9, 2009

You can’t emulate a vampire extremely well with just a race, and even using the feats leave some holes. Become a true vampire by taking the following paragon path and epic destiny!

Vampire Clad
β€œOh woe is me, for I have a slew of arbitrary special powers!”

Prerequisite: Bloodspawn

Using your unique heritage as someone possessing a bloodline containing vampire blood, you draw on their powers of death to fuel your own ends.

Trifecta Defense (11th level): When you spend an action point to take an extra action, you also gain a +1 to your Fortitude, Reflex or Will defense until the end of your next turn.
Blutsauger (11th level): Add either your Constitution or Charisma modifier to temporary hit points gained using the steal life power.
Bloodfrenzy (16th level): While bloodied, you gain a +1 to your attack rolls and a +2 to your damage rolls.

Suck Blood (Vampire Clad Attack 11)
Mmm…O negative is my favorite.
Encounter
Standard Action – Melee
touch
Target: One creature
Attack: Constitution or Charisma vs. Reflex
Hit: 2d6 + Constitution or Charisma modifier damage, and you gain 5 temporary hit points.
Special: When you first obtain this power, pick either Constitution or Charisma to base it off of.

Gaseous Form (Vampire Clad Utility 12)
You can turn into a fine mist and fit just about anywhere. Except in with the cool kids.
Daily
Standard Action – Personal
Effect:
You gain a fly speed of 6 (hover) and become insubstantial until the end of your next turn.
Sustain Minor: The effects persist.

Forceful Gaze (Vampire Clad Attack 20)
By looking someone deep in the eyes you can instill a suggestion.
Daily * Charm, Mind-affecting
Standard Action – Ranged
10
Target: One creature who is not blinded and does not have concealment
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage and target is dominated until the end of its next turn.
Miss: 1d8 + Charisma modifier psychic damage.

Master of the Night
β€œThe children of the night obey my will, for I am their master.”

Prerequisite:
Bloodspawn

Since you stay up all night and sleep during the day, mostly to keep away from everyone else but also just to be different, you’ve spent the time becoming more like a vampire. For example, you’ve gotten to know the various nocturnal creatures pretty well. So well that, utilizing your vampiric connection, you can command them, just like you wish you could with normal people. Additionally, you’ve learned other neat tricks, like how to sleep in a box of dirt, or turn into a viscous gas.

Immortality

Eventually you may work up a bunch of followers who want to be just as emo as you, and you will retreat into your coffin inside your dusty old Victorian house with a bunch of willing slaves to aid you forever, until some cleric of Pelor comes and finally stakes you.

Living Unlife (21st level): You create, purchase or commandeer a coffin for yourself and fill it with soil from your homeland. As long as you sleep here at least once a month, if you ever die, you will return to life 5 days later, appearing in your coffin. The only way to kill you permanently is to kill you while you are in this coffin. (And even then, magic can bring you back.)
Escape Plan (24th level): You can turn into a fine mist in order to get away from your enemies. Once per day, when you would take damage that would bring you to 0 hit points or less, you may, as an immediate interrupt, spend a healing surge and/or teleport 5 squares.
Supernatural Regeneration (30th level): You gain regeneration 5.

Summon Children of the Night (Master of the Night Attack 30)
Calling on the children of the night, your only friends, they heed you.
Daily * Summoning
Standard Action – Ranged 10
Effect: Summon a combination of up to three of the following in unoccupied squares within range (you may pick the same thing twice): a wolf, a bat swarm, a rat swarm, a mosquito swarm. The swarms are treated as one creature.

The wolf has move 6 and you may give it the following special commands:
Standard Action: Melee 1; targets one creature; Charisma or Constitution + 2 for every other summoned wolf adjacent to target vs. AC; 2d6 damage + 3 damage for every other summoned wolf adjacent to target.
Opportunity Attack: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 2d4 + Charisma or Constitution modifier damage, target is slowed (save ends).

The bat swarm has speed 2, fly 7 (hover) and you may give it the following special commands:
Standard Action: Close blast 1; targets all creatures in blast; Charisma or Constitution vs. Reflex; 2d6 + Charisma or Constitution modifier damage and target is dazed (save ends).
Opportunity Attack: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 1d8 + Charisma or Constitution modifier damage.

The rat swarm has move 6 and you may give it the following special commands:
Standard Action: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 2d8 + Charisma or Constitution modifier damage.
Opportunity Attack: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 1d8 + Charisma or Constitution modifier damage.

The mosquito swarm has move 1, fly 8 (hover) and you may give it the following special commands:
Standard Action: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 1d8 + Charisma or Constitution modifier damage and swarm regains as many hit points as it did damage.
Opportunity Attack: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 1d6 + Charisma or Constitution modifier damage.

Special: When you use a standard action to give a command to one of the three summoned creatures, one or two of the others may also take a standard action. When you use a minor action to give a command to one of the three summoned creatures, one or two of the others may also take a minor action. When a creature provokes an opportunity attack from more than one of these creatures, only one creature may make an opportunity attack against it, with one exception: If more than one wolf is within range of the target, all wolves within range of the target may make an opportunity attack. You do not lose a healing surge until all three of your summoned creatures drops to 0 hit points.

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Bloodspawn Feats

July 9, 2009

What good is a race without racial feats? Probably perfectly fine, actually. But to get the true vampire flavor, eat your feats!

HEROIC

Deadly Charmer
Prerequisite:
Bloodspawn
Effect:
You gain a +2 feat bonus to Bluff, Diplomacy, and Intimidate.

Stalker of the Night
Prerequisite:
Bloodspawn
Effect: You gain a +2 feat bonus to Stealth, Thievery, and Athletics

Vision of the Night
Prerequisite:
Bloodspawn
Effect: You gain Darkvision instead of Low-light vision.

PARAGON

Bat Form
Prerequisite:
11th level, Bloodspawn
Effect: You gain the bat form power. It must replace one power of 11th level or higher. Whenever you gain a level you can change which power it replaces as long as it replaces a power of 11th level or higher.

Bat Form (Bloodspawn Racial Power)
You turn into a small bat.
Encounter
Minor Action – Personal
Effect:
You take the form of a bat. While in this form, you have a fly speed of 8, but you cannot use any other powers, nor can you make basic attacks or sustain other powers. You can end this form as a free action.

Natural Claw
Prerequisite:
11th level, Bloodspawn
Effect: You gain a natural claw attack. Treat it as a melee weapon that does 1d8 damage and has a proficiency bonus of +3. You are automatically considered proficient with it. Additionally, whenever you use your steal life power after hitting with this weapon, you gain 2 additional temporary hit points. This increases to 7 at Epic tier.

Wolf Form
Prerequisite:
11th level, Bloodspawn
Effect: You gain the wolf form power. It must replace one power of 11th level or higher. Whenever you gain a level you can change which power it replaces as long as it replaces a power of 11th level or higher.

Wolf Form (Bloodspawn Racial Power)
You turn into a medium wolf.
Encounter
Minor Action – Personal
Effect:
You take the form of a wolf. While in this form, you may only make melee basic attacks (including powers that can be used as a basic attack) but you gain a +2 to all damage rolls. If you have the Natural Claw feat and you hit with your natural attack, you gain an additional +1 to damage. You may end this form as a free action.
Special: Increase the bonus to +3 at epic level, and the additional bonus for using your Natural Claw to +2.