Ratatoskr_Mikew
Well-known member
After playtesting the Dhampir, these are my conclusions on how to improve the tree!
Starting Features:
Racial Past Life: Dhampir:
Starting Features:
- +2 Strength
- Do not need to breathe while underwater
- Edge of undeath: You receive 70% healing from negative energy, and 70% healing from positive healing
- Feat: Vampiric Bite
- Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 10 + (Heroic Character Level x Constitution Modifier) number of Hit Points from Positive energy. You may use this twice per Rest. (6 second cooldown).
- Cores
- Vampirism: +1 use of Vampiric Bite per rest.
- +1 STR/CON/CHA/WIS
- Vampirism: +1 use of Vampiric Bite per rest.
- +1 STR/CON/CHA/WIS
- Vampirism: +1 use of Vampiric Bite per rest.
- Tier 1
- Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
- Skills: +1/2/3 to Hide, Move Silently, and Jump
- Energy (Multiselector):
- Embrace Human Heritage: +20 Positive Amplification/You now heal 100% from positive energy and have an innate 50% negative energy absorption.
- Embrace Vampiric Heritage: +20 Negative Amplification/You now heal 100% from negative energy and 50% from positive energy, however you now count as undead and receive double damage from light sources.
- Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious (like Warforged do).
- Innate Protection: +1/2/3 to Saves vs Spells
- Tier 2
- Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds. Additionally you have the same benefit when under the effects of bloodrage and bloodrage effects no longer cause you lethargy upon ending.
- Blood Lash: Melee Weapon Attack: Using your weapon and innate ability to understand where the blood flows within your foes, you perform 3 AOE melee attacks that ignore 50% of enemy dodge bonuses with +1[W], +1 Critical Threat Range, and +1 Critical Multiplier. (12 second cooldown).
- Rush of Bats: Turn into a swarm of bats and rush forward (As if using Spring attack). [36/24/12] second cooldown. (This shares a cooldown with spring attack).
- Cloak of Undeath: +2/+4/+6 MRR. Rank 3: +6 MRR Cap.
- Tier 3
- Improved Blood Lash: Your Blood Lash attack now deals +10% damage. +2 Critical Multiplier. has a 33% chance to cause enemies to bleed, taking 1d6 damage every 2 seconds for 15 seconds. Some enemies are immune to bleeding. Bleeding scales with 200% Melee Power. Additionally, for each enemy hit, you have a 20% chance to heal for 1d6 Negative energy healing, or positive if you chose to embrace your humanity.
- Stunning Visage: +2/3/4 to Stun DCs.
- Deathly Bite: When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive.
- Harrying Swarm: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.
- Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
- Tier 4
- Ascendant Bite: Your Vampiric Bite now applies 5 stacks of Vulnerability and deals double the Piercing damage. If the target of your Vampiric Bite is Cowered, living and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of STR/CON/CHA/WIS Mod + Stunning Bonuses + Enchantment Bonuses) or die.
- Vampiric Persuasion: +1/2/3 Enchantment DCs
- Embrace Vampirism: Toggle: While Embrace Vampirism is active, you gain 100% critical hit resistance and are able to be healed by Negative Energy. You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (max 20). Your melee attacks have a (10%) chance to dominate your adversaries. On Hit: Target has a chance to be Paralyzed (Will save vs. DC 20 + INT/WIS/CHA Mod + Highest of Enchantment DC or Stunning Blow Bonuses). On Save: -10% Movement and Attack Speed. This counts as a greater form!
- Biting Swarm: Living, corporeal enemies in a small area around where you finish your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d6 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
- (Intentionally Blank)
Racial Past Life: Dhampir:
- 1st: +1 Hide
- 2nd: +1 Strength
- 3rd: +1 Racial Action Point
As for the aesthetic, cleaner, more youthful, and less gaunt!