Vampiric Ancestry
| Class | Ancestry |
|---|---|
| Name | Vampiric Ancestry |
| School | Necrotic |
| Brief | You are a living creature descended from a vampire, granting you some of the benefits of vampirism with fewer weaknesses. |
Ancestry Bonuses
Gain +4 to Str and Dex, and +2 to Cha.
Resistance and Vulnerabilities
You are resistant to necrotic damage, but vulnerable to radiant damage.
Daywalker
You can be outdoors during the day without suffering any penalties, but you do not gain any benefits from sunlight.
You are allowed to enter thresholds and sacred ground, but you do suffer weakened condition while in them.
Blood
You are capable of drinking blood, gaining sustenance and power from it. You do not have to drink blood, as you can sustain yourself on normal food and drink, but you do suffer thirst for blood, especially when injured or exhausted.
At-will, std, melee; you bite a creature with a circulatory system, inflicting medium piercing damage, and draining their blood. The target suffers frail (Con ends). If the creature is living and of the same type as you (e.g. natural humanoid), you gain 1 Blood per rank. If the creature is of a different type (e.g. animal), you gain 1 Blood per rank, but you also gain Blood Toxicity.
Blood Toxicity
In this condition, your blood is corrupted. All living blood has energy, so you can be sustained by corrupt blood, and draw power from it. But you are also sickened by it, gaining the poisoned condition.
If you drink clean blood, your Blood Toxicity ends. Otherwise, you need a long rest to lose the poisoned state.
Magical effects and potions that cure poison can suppress the poisoned condition, weakening the sickness you feel. Your blood is still toxic, but you are numbed to its effects.
Hunger
When any of the following are true, you experience Vampiric Hunger:
- You are below half HP.
- You are exhausted.
- Fresh blood is within 5 squares of you.
While you are experiencing Vampiric Hunger, you must pass a Wisdom save, DC 10, at the start of each turn. On a failed save, you feel a powerful compulsion to feed on a valid target. If that occurs, you have two options:
- Use your bite attack and feed. If the target is too far away, move at your best speed until you are within range, and then feed. If multiple targets exist, you can choose which one to feed on.
- Suppress the urge, losing your standard action.
If no targets are available, you can either start hunting or actively suppress the hunger.
As soon as you pass a save against Vampiric Hunger, you do not need to pass another save for that specific trigger. Thus, if you are below half HP, you only need to pass one save to suppress the hunger until you are healed above half HP. If you are exhausted, you only need to pass one save to suppress the hunger until you are no longer exhausted. For each instance of fresh blood spilling, you need only pass one save; new blood triggers your hunger anew, requiring its own save.
When your Blood is negative, you experience more powerful hunger. The DC increases as follows:
- -1 Blood: DC 15
- -2 Blood: DC 20
- -3 Blood: DC 25
- etc
Passing these saving throws once is not enough. For each point of negative blood, you need to pass the save one more time to suppress further saves. For instance, if you are at -2 Blood, you need to pass the save three times to suppress the hunger until your Blood is above -2.
Spending a standard action to suppress the hunger is no longer automatic and requires another Wisdom save at a DC 10 less than initial save. Failure on this save means you cannot suppress the hunger, and you must feed or start hunting.
When you feed, you must get your Blood to zero or higher before the hunger fades.
Blood Benefits
When your Blood is 1 or higher, you gain the following benefits:
- +1 per Blood to hit chance and hit power with all attacks and spells
- +1 per Blood to all saves and dodge/parry/block rolls
You can also spend Blood on powerful abilities:
- Ascension: At-will, free, 1 Blood per round; gain +10 to Strength, Dexterity, and Constitution while active.
- Vampiric Dodge: At-will, reaction, 1 Blood; instantly move up to your base movement speed, without provoking opportunity attacks. This automatically evades targeted attacks, but if your final position is within the area of effect of an attack, it still hits as usual.
- Vampiric Healing: At-will, immediate, 1+ Blood; heal yourself for heavy damage (Con-based). This happens automatically if you are reduced to 0 HP, or if you are damaged while below 0 HP.
Blood Minimum and Maximum
| Rank | Minimum | Maximum |
|---|---|---|
| 1 | -4 | 4 |
| 2 | -5 | 5 |
| 3 | -6 | 6 |
| 4 | -7 | 7 |
| 5 | -8 | 8 |
Powers
You can choose to take these powers to further enhance your vampiric abilities.
- Vampiric Potency: Gain +4 Strength, and several powerful melee abilities.
- Vampiric Celerity: Gain +4 Dexterity, and several powerful mobility and evasion abilities.
- Vampiric Fortitude: Gain +4 Constitution, and several powerful defensive abilities.
- Vampiric Auspex: Gain +4 Wisdom, and several powerful sensory and perception abilities.
- Vampiric Dominance: Gain +4 Charisma, and several powerful social and magical abilities.
Feats
- Necrotic Immunity (Rank 3): You are immune to necrotic damage, and the poisoned condition.