Posts Tagged ‘satire’

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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
Oh 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
“The 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.

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The Bloodspawn

July 9, 2009

The bloodspawn are a race meant to satirize ‘goths’, particularly the sort of people who idolize vampires. Please do not take offense if you are a goth (I have also made material satirizing computer scientists, if it makes you feel any better.) In particular, there is nothing wrong with adopting the goth subculture, though I do find the ‘vampire’ kids strange, to say the least.

Relatives of vampires who struggle to do good despite being touched by evil. Yep, another one of those.

Bloodspawn

Racial Traits
Average Height: 5’3” – 6’1”
Average Weight:
120 – 200 lb.

Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed:
6 squares
Vision:
Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Stealth, +2 Religion
Body of Death: You have resistance to necrotic damage and poison damage equal to 5 + one-half your level
Steal Life: You have the steal life power.

Steal Life Bloodspawn Racial Power
Tapping into your vampiric heritage, you take life out of a victim
Encounter
Immediate Reaction – Personal
Trigger:
You hit an enemy
Effect: Gain 5 temporary hit points.
At level 21, this increases to 8

In a sense, bloodspawn are related to vampires, though vampires don’t breed true. They are the product of a vampire attempting to create a spawn, but for some reason, failing. These spawn and their descendants become bloodspawn, creatures that, while not predisposed to evil, are hated and feared by many because of their pale skin, bloodshot eyes and pronounced canines. Bloodspawn often become adventurers because that’s a line of work where no one cares where you’ve come from, just what you can do. Plus they sympathize with tieflings and drow really well.

Play a bloodspawn if you want…

* an excuse to be emo and there’s already a tiefling and a drow in the group
* to have a cool accent
* to play a warlock, bard, or ironically, paladin.

Physical Qualities

Bloodspawn look like humans, although they tend to be either extremely thin or very buff. They also tend to have features that humans would consider handsome or beautiful, though in cases they will have pronounced, sharp noses as well, possibly alongside high, arched and large eyebrows. Additional distinctive features include very pale skin, eyes that are often bloodshot or sometimes entirely pink, and large canine teeth that, in some cases, show even when the mouth is closed. They also have archaic fashion senses and tend to dress in pajamas a lot, and ritualistically paint their faces, often with dark lines around their eyes. Even the males. Especially the males.

Playing a Bloodspawn

Bloodspawn tend to be loners, so even once they’ve joined up with an adventuring party they will often volunteer for the mission to scout ahead, or be the person to stay behind in the camp preparing the meal while everyone else goes into the city to shop. In any case, they love to be alone, but they especially love to have people hear about how much they want to be alone. They also like soliloquizing, theoretically to themselves but actually to whomever will listen. Chief topics include their brooding inner angst and how dark the world is, along with the incapacity of others to “get it” or “get their pain.” Extra points for throwing in something about how they’ve broken off their kinsmen and as such are shunned by them at the same time the rest of the world fears them. They often get what they want, if they truly do want to be left alone.

Bloodspawn reasons for joining up with an adventuring party in the first place aren’t as strange as one might think at first. After all, there’s no use in sulking unless someone knows about it.

Bloodspawn Characteristics: Sulking, brooding, angsty, hot-tempered, cold, secretive, etc

Names: Draco, Dracul, Alucard, Edward Cullen or just about any name out of an anime.