So the rules for playing a vampire are a nonstarter in 2e, horrendously
overpriced in 3e, and are vague and unfavorably compared to an opium addiction in Pathfinder... so, what about 4e?
Monsters and PCs don't use the same rules in 4e, so slapping on a
template doesn't really work the same way it did in 3e. There was a
vampire template in the DMG, but for NPC monsters rather than player
characters, and even rules for new undead types and abilities in the
undead supplement Open Grave weren't intended for player use at
all. One of the first vampire-esque options was published in the online
Dragon Magazine 371 and were republished in Dragon Magazine Annual 2009
(which is a bit of deceptive naming since the book didn't sell well
enough for any later versions of Dragon Magazine Annual). These were the
rules for the dhampyr (half-vampires) and were designed by one of the
people who worked on Open Grave. As the author explained in DMA
2009, the intent was for the dhampyr option to be open to any character,
so rather than make it a single race he designed it in the form of a
feat you took to represent your vampiric heritage in system loosely
based off of 4e's multiclass system.
Unlike in 3e where multiclassing means you're replacing one class level
with another, 4e multiclassing involves spending a feat that grants you a
bonus skill and limited-use ability from the new class, which is pretty
nice, but what's better is that you also count as that class for the
purpose of qualifying for things like magic items, feats, or paragon
paths. Paragon Paths are like 3e's Prestige Classes where you get extra
options, but unlike 3e they supplement your abilities from level 11 to
20 instead of replacing them. Access to a good chunk of options for a
class is pretty nice, and almost any character concept can be spiced up with a
multiclass feat. The only real downside is that most characters only
have one multiclass slot so they have to pick and choose their
favorites.
Being a Dhmpyr means that you just spend a feat, get an ability and also
qualify for other dhampyr feats and paragon paths (it doesn't
consume your multiclass slot unlike true multiclassing). This means that just about any
class/race combination can get in touch with their inner vampire. So,
what do you actually get? Well, you count as a vampire for the purpose
of effects, you get a bonus to checks to recognize dhampyrs and undead
and you also get an encounter power that lets you chomp on dudes to
spend a healing surge.
Backing up a little, let's flesh out some terms here. Encounter powers
are somewhat of an extension of some of the experimenting that was done
in the 3.5e Tome of Battle and other books that were released
towards the end of the edition. Essentially, while spells and the like
served as the bulk of a party's options and power for the day back in
earlier editions, a conscious effort was made to give everyone special
abilities the could trigger in a fight, be they magical or made from
some combination of effort and circumstance. Encounter powers were a
midway point between your workhorse at-will powers (which tended to come
with more abilities than a simple attack with a sword or crossbow; more
class-appropriate too) and the "big guns" of your daily powers. Since
you regained all your encounter powers during a short rest (about five
minutes) while your daily powers were only regained after an extended
rest (around six hours), encounter powers meant that you always had
something nice and class appropriate that you could bust out in every
fight without worrying about squirreling it away in case you needed it
later.
Healing surges are a representation of your character's inner well of
resolve and endurance that keeps them going far beyond what ordinary
people can endure. Each class has a certain base number of healing
surges ranging from about 6 for the squishiest to around 9 for the
tougher classes, and that number is further modified by your
Constitution modifier and various feats and features. Whenever you
spend a healing surge you restore a certain amount of HP equal to your
healing surge value, which starts at 1/4th your maximum HP (rounded down) but can be
modified further by various abilities. During a short rest you can
expend any number of healing surges and recover your surge value from
each as you tend your wounds or push through lesser injuries or whatever
in a process that's somewhere between the reserve points rules from Unearthed Arcana and the "everyone sits and passes around the Cure Light Wounds
wand" routine from 3e. While this means that characters have an extra
150% or more HP floating around, it's far harder to access in the middle
of a fight. The only native way for all characters to regain HP during
a fight is to use their Second Wind ability for that heroic change of
pace, but for most characters that will only restore one surge worth of
HP and takes up their standard action so they aren't attacking for a
turn (though it does provide a defensive bonus similar to using Total
Defense for that turn). If you're getting smashed by monsters than your
second wind won't cut it, and you'll have to rely on powers from that
let you spend a healing surge to keep you from taking a dirt nap, which
usually come from clerics and other healer/leader-types. At 1/2 HP
you're considered Bloodied, which usually is a sign that you need
healing, though there are various abilities out there that have
additional effects whenever you or your target are bloodied as part of
the idea that Shit Just Got Real, whether it be giving you a boost to
defend yourself at a critical moment or finish off a severely wounded
enemy. Your surge pool only gets restored after an extended rest, so
constant beatings will slowly deplete it as will draining effects from
enemy monsters (such as wights) and environmental hazards, plus some
character abilities cost surges to either use or improve them, so
running low on surges is usually a good sign that you need to pack it in
for the day.
The dhampyr's blood drain power thus would be a decent way to provide
some offensive healing in a fight if it weren't for a issues: one is
that the damage is kind of garbage for an ability that takes most of
your turn to use, and the other is that it only works on targets you
have grabbed. Grabbed is a special status effect that's delivered by
some powers in a simplification of the previously labyrinthine grappling
rules, most commonly in the form of the Grab ability which any
character can use. The problem with this is that not only does making a
grab attack as a standard action usually mean that you're forgoing most
of your turn just to hold an enemy still, but the attack uses your
Strength bonus (which makes it worthless for those who dump that score)
and even more importantly has a problem where it doesn't benefit from
things things like the accuracy bonuses of your magic weapons or your
specialization bonuses so it suffers a huge drop-off in accuracy and
effectiveness as you level. There are classes who have powers that will
grab the target as part of the attack, but that is a small portion of
the classes and in most cases only one or two powers that grab, which
really limits your options. Admittedly there's a feat you can take at
11th level that lets you use Blood Drain on anything granting Combat
Advantage (a much easier status effect to acquire that represents any
sort of quick advantage in the fight ranging from flanking to
distractions to the enemy being stunned or something), but that's still
another feat you have to pay and 10 levels you have to spend without
being able to use your sweet vampire ability.
Among the 4e classes there is one exception to the rule that grab
attacks are either rare or weak: the brawler fighter. The class gets a
free bonus to the Grab attack to help patch the accuracy gap and more
importantly gets a bunch of powers that grab the target including one
at-will attack that's as accurate and damaging as their basic weapon
attacks (and can even be used off-turn as an opportunity action to snag
enemies who are trying to sneak by). As an added bonus, the basic Grab
attack is normally limited to grabbing targets no more than one size
category larger than you are, while grabs inflicted by classes such as
the fighter... aren't.
Even better, as a defender a dhampyr brawler fighter qualifies for the
Bloodknight paragon path, which not only lets you recharge Blood Drain
when you defeat foes and use it as a free action attack when you grab
your enemies, but also comes with some nice powers including a really
nice one that grants you a free attack each round to really pile on the
pain.
End result is that if you want to get the most out of being a half-vampire warrior you should look less like this:
And more like this:
(given how the Bloodknight mechanics combine with a certain pair of
feats favored by the brawler fighter, a successful Blood Drain will
usually end up suplexing your opponents and pinning them to the ground)
But hey, maybe for some weird reason wrestling half-vampires just isn't
your cup of blood and you want something with a little more style.
What's out there?
Well, in 2011 WotC put out Heroes of Shadow, a book dedicated to heroes who draw on the darker aspects of the world and its magic. Among those options were the Vryloka,
a race of humans whose ancestors made a pact with the mysterious Red
Witch that gave them unnatural vitality and turned them into living
vampires who draw strength from their fallen foes.
The same book also reprinted the Revenant race from Dragon 376, undead
who rise from their graves to fulfill some fate. Revenants are their
own race, and while they also count as their previous race for the
purpose of meeting prerequisites, for some reason that doesn't include
things such as size categories, so a halfling that comes back as a
revenant will suddenly be six feet tall. Revenants have their own
unique gimmick in that they're the only race in the game that remains
conscious when at 0 HP or lower. While there are some penalties
involved and they still die if they fail three death saves (a 1d20 roll
made at the end of your turn when dying, 9 or lower is a failure, 10 to
19 is holding ground, 20 means you can spend a healing surge and regain
consciousness) or if they reach a negative HP value of 50% of their
total HP or worse, there are enough bonuses and ways to get around the
penalties that revenants are among the toughest characters in the game
to actually kill. Also, there's nothing stopping you from being a
Revenant Vryloka and thus be 150% undead.
The third race in the book was the Shade, a race of humans who have let
shadow magic essentially claim their souls in exchange for mastery over
shadow. Average racial features with the exception of the fact that all
shade characters have one healing surge fewer than normal. Racial
penalties were nonexistent in 4e before this book, and while the Vryloka
also had a racial penalty (a -2 penalty to healing surge value when
they're blooded (reduced to below 1/2 HP)), it was negligible at higher
levels while the Shade's penalty was something you were always going to
feel and the rest of the race wasn't anything worth writing home about
compared to just being a drow or something.
Should that not be enough to slake your thirst, Heroes of Shadow also introduced the Vampire class, with the idea
behind it being that a class was a much better way to present a wide
array of vampiric abilities that can be used every round in a fight and
could fit a variety of races, while the vryloka was better if you wanted
a fighter or cleric with some mild vampire flavor. They point out that
you could be a vryloka vampire and thus be 150% vampire, but you could
also be a revenant vryloka vampire and thus be 250% undead. Sadly you
can't really be a dhampyr revenant vryloka vampire to be 200% vampire
and 300% undead because the Vampiric Heritage feat requires you to be a
living creature in order to take it (though if your DM waives that
restriction, go wild).
Perhaps the biggest idea behind the vampire is how it works with healing
surges. Normally a character will have somewhere around 6 to 12 surges
depending on how durable the class and character is, but there are some
extremes. If you decide to make the worst decisions possible and play a
Wizard (6 + Con modifier surges) with 8 Constitution (-1 modifier) and
using the Shade race (-1 surges), you'd have 4 surges. Even though
that's a minimum of about 100% of your HP in reserve, this is still a
bad idea because you're liable to lose around a surge every fight or so
unless you're awesome at completely avoiding all lucky blows from your
opponent; while a few good hits from your enemies in a fight will empty
your reserves in a hurry. Alternatively, if you were a member of one of
the toughest classes, boosted your Constitution (or other durability
score) at every opportunity and took every surge count booster you
qualified for you could easily end up with a surge count in the high 20s
to low 30s, meaning you could lose 100% of your HP every fight and
still have some left over when the squishiest members start feeling the
burn.
In comparison, the vampire's surge count is 2. Not 2 + Con modifier,
just 2. Lower than what you could get even if you tried your best to
fail, the vampire is the least durable class by surge count alone. The
class comes with regeneration through its Enduring Soul feature, but the
regeneration only functions when you're bloodied (and thus turns off
when you're above half HP) and isn't enough to outheal a sustained
beating at any level. Assuming you survive the fight, your regeneration
will get you back up to half HP, but spending your only two healing
surges to go the rest of the distance will leave you drained for the
day. This would be unfeasible if not for the vampire's Blood is Life
class feature, which among other things lets a willing and adjacent ally
lose a surge once during a short rest to allow you to regain your
Bloodied value in HP.
When combined with your regeneration this lets
you top off after a battle pretty easily, and also serves as one of the
most cost-effective forms of surge-based healing in the game. Not only
do you get 1/2 your HP back from a resource that normally restores 1/4
of it but you can take that surge from anyone in the party who's willing
to give it to you, letting you feed off of people who have surges to
spare and ensuring that no party member is being depleted of surges
faster than the others (which would force the party to stop and rest
rather than endanger that member). Amusingly enough, one of the best
classes for a vampire to feed off of is the paladin since they have the
highest base surge count in the game (10 + Con modifier) and a tendency
to pick up things that boost that number even farther partly to support
their Lay on Hands ability (which lets them spend a surge to allow
another character to regain HP without spending a surge). All you have
to do is explain to that warrior of light that the best way for their
selfless sacrifice to alleviate the most suffering is if it's poured
down your undead throat.
If there are no willing donors in the neighborhood, it's time to
consider the unwilling ones. Among the tools in the beginner vampire's
arsenal is the blood drinker encounter power, which is a power that the
vampire can trigger upon successfully hitting a target with an at-will
melee vampire power, which will deal extra damage and give the vampire a
free healing surge, allowing you to keep up with the attrition. Even
better, thanks to Blood is Life, if you end a short rest with more
healing surges than your normal maximum, you lose any additional healing
surges above your maximum and regain all of your lost HP instead. This
means that your surge total isn't as important as it is for other
classes, and the only thing that matters is being able to end the fight
at (N+1)/N surges.
This isn't risk-free though- as a vampire your abilities are melee to
short-ranged only, so you're rarely more than a walk away from someone
who can smack you one, and if you get hit hard enough that the only
thing standing between you and unconsciousness is a healing power then
you're going to spend have to spend a surge and lose your surplus.
Since that one healing power is unlikely to recover all the HP you lost
to get in so critical of a state and your regeneration tops at 1/2 your
maximum HP, you're going to need to top off using an ally's surge rather
than deplete your own surge pool and thus set yourself even farther
back from the N+1 fullheal. This also makes you extremely vulnerable to
effects from enemy attacks or environmental checks that drain healing
surges; while you're immune to some effects just by being undead, the
fact that you favor Dexterity and Charisma as stats mean that you have
no real defense against things that target Fortitude or require
Endurance checks. Several of your powers also allow you to lose a surge
to boost their effects, meaning that those parts of the power are
largely nonviable for a while unless you can go through a fight with no
damages and surges to spare. You do gain another use of blood drinker
at 7th level (and 11th with the Vampire Noble paragon path), and
starting at level 9 you have daily powers that can also generate a
surge, so you can start generating two or more surges at later levels to
help you make up your deficit and get back to the fullheal faster. But
for the first six levels you're essentially living paycheck to paycheck
where you're only one or two bad hits or failed Endurance checks away
from losing one too many surges and thus being forced to ask your allies
if they'll spot you a cup of blood for the next fight (you'll pay it
back, promise!).
It's certainly an interesting method of modeling the vampire's hunger
when compared to the saving throws of 3e or Pathfinder. At no point are
you required to roll, nor is control of your character ever taken from
you; all the game does is let you decide how and when to feed after
reminding you that you are oddly frail and everything around you is magically delicious.
Of course, the flip side to this is that while vampires in the other
games fed maybe once a day to a once every couple of weeks, a 4e vampire
can chow down a dozen times or more during an adventuring day.
Furthermore, neither Blood is Life nor blood drinker restrict you to
feeding on the living, with the flavor text for blood drinker handwaves
your sustenance as "the life force of other creatures... whether it
consists of blood, ichor or the unseen energy of life itself" so feel
free to literally taste the rainbow.
The book takes a similarly player-friendly approach to one of the other
classic vampire problems- how to deal with the giant glowing ball of
death in the sky. In previous editions vampires exposed to the sun are
destroyed entirely in a round or two, but in 4e you take 5 damage per
round where you end your turn in direct sunlight. The damage is radiant
damage (a damage source used by many effects involving holy magic or
powerful light, which leads to jokes about radiant clerics being "laser
clerics" and radiant holy weapons being lightsabers), and as a vampire
you have Radiant Vulnerability 5, meaning you take 5 extra damage from
any source of radiant damage, so it's 10 damage per turn total (which is
about as much damage as NPC vampires take in the sunlight), radiant
damage also shuts down your regeneration for a round, and if you're
reduced to 0 HP or lower by sun damage you're destroyed instantly
instead of going into the normal negative HP/bleeding out stage. So a
1st level vampire with 20-some HP will last about three rounds in the
sun (about a round or two longer than they would in an earlier edition),
but you also gain 5 HP as you level so a higher level vampire might
have a minute or two to find shelter. It's not just damage- a vampire
PC who ends a turn in direct sunlight is also weakened (save ends),
which means that they're afflicted with a condition that causes them to
deal half damage until they save against it.
In 4e, a "save ends" effect is a replacement for various long-duration
effects, where you roll a 1d20 at the end of your turn and try to get a
10 or higher after applying any bonuses or penalties to successfully end
the effect. Theoretically this means that it's much harder for either
players or monsters to be locked out of a fight by a negative effect,
especially when many characters (especially leaders) have recovery
options that make or grant others saving throws outside of the end of
their turns and thus potentially allow them to get out of an effect
before it can do too much damage. This is especially nice due to the
fact that it's a d20 roll against a target of 10, so it's easier to make
than it would be when compared to a 3e or PF ability that allows you to
try to save against the effect again (which won't help you much if your
save could only succeed on a natural 20 anyway).
Between the damage and weakening effect a 4e vampire won't instantly die
in the sunlight, but it's not something you want to put up with any
longer than necessary. Rather than make your entire party plan their
adventurers around the vampire's operating hours and preferred
environment, the game only applies the sunlight effects "if you end your
turn in direct sunlight and lack a protective covering such as a cloak
or other heavy clothing". While the designers suggest that maybe you
might draw looks if you're heavily wrapped, it effectively means
sunlight is only going to be a problem if the DM or players decide it
needs to be one.
So, with the class system allowing the game to dole out vampire
abilities at a steady pace, the player-friendly nature of vampire
weaknesses making it easier to play in an adventure and the unique surge
mechanics offering a new and compelling take on both healing and
hunger, you might be tempted to call the vampire a triumph in design.
Then you'd remember which column we're in.
The vampire has a couple of problems. Problem 1 is that most of the
class is on rails.
Due to the game having fixed levels for handing out
certain iconic abilities such as your mesmerizing gaze or ability to
turn into a bat, there are very few levels in which you get to make a
decision about your class abilities; only at level 2 and 22 do you get a
choice between two powers, everything else is fixed. To be fair there
are people out there who would find this a perfectly acceptable
situation, forgoing the hassle of sifting and choosing from the vast
arrays of abilities possessed by other classes to enjoy the iconic
vampire experience provided by a well-designed class.
Problem 2 is that the vampire is not a well-designed class.
As part of the design process for 4e, the original designers reviewed
the character classes and attempted to identify the various party roles
they occupied. This wasn't a new idea; WotC designers had done a
similar process in the 3.5e Player's Handbook II, breaking down the classes into the following roles:
Warrior: Responsible for fighting monsters and stalling them so that your companions can do their thing (Fighter)
Expert: Has lots of skills to fill different roles (Rogue)
Arcane Spellcaster: Have powerful spells to destroy the greatest threat (Wizard)
Divine Spellcaster: Has powerful spells that support the party (Cleric)
These are admittedly kind of vague categories, with some defined by what
you do in a fight, others by what you do everywhere else, and others by
the kind of magic they have. For 4e the design team eventually
narrowed it down to four categories based on how the character
functioned in combat.
Defender: Highest defenses and HP, serve as the front line to protect weaker characters (Fighter)
Striker: Deals high damage to single targets, the highest in the game,
uses good mobility to go towards or away from the greatest threat
(Rogue)
Controller: Able to lock down opponents, wiping out the weakest enemies
en masse and disabling strong ones while the rest of the party works
(Wizard)
Leader: Heals injuries but also boosts allies to help them destroy the enemy faster (Cleric)
Roles aren't iron-clad; most classes have a secondary role or two (the
paladin is a defender with some leader abilities), and later books
introduced subclasses of classes who might have a different role (the
slayer is a fighter who is a striker instead of a defender). Different
classes with the same role (such as paladin and fighter) will play
radically differently, and even two characters of the same class can
play uniquely (such as a cleric who shoots spells at foes vs. a cleric
who helps allies by hitting monsters in the face with a hammer). What
roles do is allow designers to have benchmarks and goals for classes to
hit (even in different ways) so they can remain viable in various
parties. So all leaders need some sort of healing and support ability,
while defenders need some form of "stickiness" to keep monsters from
wandering off in search of squishier targets.
The 4e vampire is designed as a striker with some secondary control
powers, fitting for a manipulative predator. And while it lacks any mind
control abilities, the rogue can serve as a decent comparison, since
that's also a lightly armored dexterity-based class focused on picking
off targets of opportunity and possesses a useful bag of tricky
abilities. The problem is that most good strikers have the ability to
point themselves at an enemy of their level and decide "this one needs
to die right now" and then make good on that statement. The
vampire has no real native abilities that let it turn up the volume on
an enemy of interest and just go to town. You might be satisfied with
this and decide that with all the vampire's utility powers such as the
form of a bat you don't need to be a top-of-the-line striker, just one
who's good enough to pull your own weight. Well...
As you gain levels you're going to be facing higher-level threats, and
monsters have a steady gain in HP as they level. So you need to keep
boosting your attack damage every level just to tread water and defeat
monsters in the same amount of time. The vampire's biggest striker
feature is its Hidden Might ability, which lets you add your Charisma
modifier to damage rolls of vampire and vampire paragon path attack
powers. As striker features go, getting to add a secondary stat to
damage rolls isn't that uncommon, nor is it particular terrible, but how
useful it is depends on what powers you have and that's where the
vampire falls short. While blood drinker is nice for generating surges,
it's only a handful of d10s worth of extra damage per use, which isn't
really all that much, and it gets worse when you look at your level 3
feral assault power or its level 17 upgrade; while they technically do
more damage than your at-will abilities, both would be considered rather
subpar by striker standards and that's after you use the option
to lose a healing surge to give the power extra targets or a few extra
dice of damage. The daily powers aren't much better, their bat swarm
AoE and its upgrades are serviceable at best since they're more about
damaging groups than focusing down a dangerous target, and while the
mesmeric gaze ability is nice because you get it fairly early on at
level 9 and mind control never goes out of style, they get a daily power
at level 5 that never gets upgraded again. While the
encounter-long boosts it provides to accuracy, damage, and movement are
good for characters of any level, it also prevents you from using
healing surges to heal for the entire fight; manageable, but if you get
clocked hard enough and your party has no surgeless healing available
you are basically boned because 4e regeneration doesn't function when
you're below 1 HP unless otherwise specified.
For comparison, there's a wizard gimmick build out there that can also
add its secondary stat to damage and thus can do similar damage while
being able to hit far more targets at once thanks to area attack spells
and also enjoys all the power and feat support that comes with being a
fucking wizard.
Specifically, this wizard
Your abilities don't offer much, and neither do your powers, making
feats and items your last resort for boosting your damage to meet the
benchmarks. Unfortunately for you, you're not exactly doing so hot on
that front either. Classes have power sources in addition to roles- the
rogue and fighter both use the martial power source while bards and
wizards use arcane and clerics and paladins use divine. Power source
options can be used by anyone whose class (or multiclass) is part of
that power source, so fighters and rogues can take advantage of feats
that let them get the most out of different weapon groups while bards
and wizards can get the ability to quickly cast their spells. There are
useful feats and options out there, except the vampire's power source
is Shadow and support for that power source as a whole is basically
nonexistent outside of Heroes of Shadow (and basically
nonexistent inside of it as well). There are no abilities in HoS that
are restricted to the shadow power source, partly due to the fact that
all the other subclasses introduced in the book draw on both shadow as a
power source plus whatever power source their parent class used.
Items aren't much better, because vampire characters tend to forgo
weapons and armor in favor of their supernatural agility and abilities;
thus vampire characters use magical implements to focus and enhance the
magic that animates them. Magic implements are the caster version of
magic weapons- they make your numbers go up so you can face higher level
foes and hopefully have enough cool properties that it's as exciting to
get a good magic staff as it is to find a nice sword of frost. You
might find it weird to have your vampire using abilities with the help
of a magic stick, but staves and wands are not vampire implements (the
game does allow you to use your powers with any implement you're
proficient with, so with the right feats you can use your powers through
a magic staff or even a magic tome if you decide you really need a copy
of Dracula to help you focus your powers). The implements of
the vampire class are of the more subtle (and hands-free) variety: holy
symbols and ki focuses, which may serve as symbols of the powers that
created you and a focus for your reverence or vengeance, or the symbols
you turn to to remind yourself of what you are and what you lost.
Whatever your flavor piece may be, come crunch time you'll discover that
there aren't a whole lot of stand-out ki focuses on account of them
being a relative latecomer to the game (debuting in the PHB3) and not
receiving a whole lot of support, and while there are some great holy
symbols out there, most of them are designed for people with a decidedly
less murder-y set of class features and won't really help you put
enemies in the ground. Except for one.
The Sun Disk of Pelor (holy symbol for the 4e god of the sun) converts
all damage dealt using the symbol into radiant damage (the
aforementioned holy/light damage source). This is nice because radiant
damage is one of the best types of damage in the game. It's one of the
least commonly resisted damage types (mostly just angels who resist it,
and if you're fighting angels something has gone horribly wrong), and
it's also the most common vulnerability in the game since it's the
vulnerability of choice for most undead, including you. While the Sun
Disk is turned on, your hands will be glowing with awesome
undead-shattering power, though it won't hurt you unless an enemy uses
an ability that makes you attack yourself. The vampire also has an
at-will mesmeric gaze ability that deals psychic damage and draws
enemies closer; with the Sun Disk converting that damage into radiant
damage it means you now have some form of magnetic lasers eyes.
The strength of radiant damage isn't that it's uncommonly resisted and
good for destroying common undead enemies (or its amusing interactions
with your undead abilities), it's that radiant damage is staggeringly
easy to boost, especially if you're a divine character. Divine
worshipers of solar deities can take the Power of the Sun feat to hand
out radiant vulnerability to any enemy in the game at-will with certain
powers, or the Solar Enemy feat to increase that vulnerability for a
short time. If your divine character worships the Forgotten Realms sun
god Amaunator (or you can convince your DM that the local sun deity is
an acceptable equivalent) you qualify for the Morninglord paragon path,
which grants the ability to inflict Radiant Vulnerability 10 for a turn
to any target you hit with a radiant power. This is an extremely nice
ability; Radiant Vulnerability 10 is even worse than your own vampire
radiant vulnerability and it is very easy for characters to do radiant
damage. Most divine characters can have one or more at-will radiant
powers right out of the gate, but even a fighter can pick up a weapon
that will convert damage into radiant damage just as the Sun Disk does-
the Sunblade is the earliest option for sword users, followed by the
Crusader's Weapon for hammer and mace users, but any weapon user can
pick up an excellent Radiant Weapon by the time the Morninglord Paragon
Path takes off. This is the cornerstone of a party optimization gimmick
nicknamed "the Radiant Mafia"
and it gets even more ridiculous when you start adding on options that
boost the vulnerability or your damage against targets who are
vulnerable to radiant damage, as well as when you can attack multiple
times per round and trigger the vulnerability with every attack. It
says something about the vampire's choices that its strongest option for
damage out-of-the-box is to shack up with a party devoted to everything
that will destroy you. But hey, with the right divine multiclass feat
even you could be a Morninglord and devote yourself to handing out its fiery doom. Praise the Sun! All hail the Burning Hate!
The Vampire Noble is the paragon path actually designed for the vampire,
granting the vampire a third use of blood drinker and thus the ability
to generate three surges per encounter. The rest of the features depend
on which thematic bloodline you choose to embrace. The Beguiler
bloodline is supposed to be a manipulative social predator, while the
Stalker bloodline is about being more of a bestial hunter. Of the two
the Stalker is the inferior one since its features include a bonus to
Nature checks (a skill you don't have that relies on an ability score
you don't use) and its big gun daily power is a wolf transformation that
provides mediocre bonuses in exchange for preventing you from using any
of your other abilities until you change back, and you don't even make
any attacks during the standard action you use to start this crummy
transformation. The Beguiler's bonuses all involve skills that you have
and want, and all of its powers can be used with the rest of your
abilities to provide some crowd-control options for corralling or
evading enemies.
One feature they both share is that at level 16 you no longer take
damage from being in the sunlight thanks to some form of supernatural
strength (Beguilers cloak their presence while the Stalkers draw upon
their connection to nature). Your radiant vulnerability remains, and
ending your turn in the sunlight still weakens you, but both paths allow
you to add your Charisma bonus to saves against the weakening effect of
the sun. Your Charisma bonus will be around +5 or more at this point,
so with other bonuses such as a +2 bonus from a feat and a +2 bonus from
the right magic item you can have a +9 or higher bonus to saves and
thus succeed at getting a 10 or higher even on a natural 1, assuming no
penalties from your enemies. Since end of turn effects can be applied
in any particular order the player chooses, you can end your turn in
sunlight, become weakened (save ends) and then immediately make your
end-of-turn save against it and thus be under the effect for a mere
fraction of a second to ensure you are never more than mildly
inconvenienced by the sun.
Should that not be enough for you, multiclass into paladin. At 11th
level Paladins qualify for the Hero's Poise feat, which grants a bonus
equal to your Charisma modifier to the saves of allies within 5 squares
until the start of your next turn every time you successfully make a
saving throw. This is a great feat with a great bonus, and it plays
well with other great abilities that let you save at the start of your
turn in addition to the end, since not only will you have two chances to
save, but you'll also have a chance to end the effect before it
interferes with your turn. For a Vampire Noble Paladin you can
successfully make a saving throw every single round and thus provide a
tactical boost to your allies that can make them borderline immune to
"(save ends)" effects provided you parade around in the sunlight in all
your incandescent splendor.
This is the skin of a killer, Bella... it provides +5 to saving throws
With Dragon 401, WotC introduced multiclass and hybrid rules for the classes introduced in Heroes of Shadow
(among other books), which included multiclass and hybrid rules for the
vampire. Hybrid rules were introduced in the PHB 3 and function more
like 2e multiclassing rather than 3e multiclassing- a hybrid of a
certain level counts as being that level in two classes, but you only
get a fraction of the class features from each class. While 4e
multiclassing is a dash of spice that can't really hurt you, hybrids
range from characters whose features are too mutually opposed to unholy
terrors whose reduced features complement each other superbly. The
vampire falls into the former category since so many of the vampire's
features that don't work well with other classes, such as the vampire's
two total healing surges and their striker feature that only boosts the
damage of vampire powers.
The Vampirism multiclass feat stands as one of the more unusual ones
since it essentially gives you three of the vampire's class features-
Blood is Life, Enduring Soul and most of Child of Night (everything
except Darkvision and some minor damage resistance, but that's not a big
loss). This still manages to be less than a great deal because it also
sets your surge count to 2 regardless of what your normal class would
offer you, and unlike a level 1 vampire you don't even have any uses of
blood drinker for surge generation, meaning your entire strategy for
healing becomes "drink surges from your allies after battle". Unless
you rarely take damage you're going to need to spend some more feats to
shore up your surge problem (don't be a level 1 multiclass vampire, you
don't have the feats for it). One possible feat is Blood Thirst, which
lets you trade one of your encounter attack powers for a use of the
blood drinker encounter power. Amusingly, the playtest version of this
feat forgot that blood-drinker requires a vampire at-will power to use,
which made it useless to most characters, but the final version lets you
use it with any melee at-will power, thus making it actually viable.
Of course, if you only have one use of blood drinker then you're still
as vulnerable to things going south unexpectedly as a 1st level vampire,
so you need to get more surges.
The other set of feats introduced by the article were feats that offered
benefits based on your other power sources. Each feat provided a
different thematic ability, and more importantly granted you a healing
surge once per encounter when you hit with an encounter attack power of
that particular power source. Usually, you only qualify for one power
source feat since you only have one multiclass slot (as someone who
multiclassed vampire or a vampire who multiclassed another class), but
hybrids can access two different power sources and there are a few
classes out there who qualify as two sources (usually martial and
something else). The exception to this is the bard, whose Multiclass
Versatility feature lets them break the rules and have as many
multiclass feats (and thus power sources) as they want. There are six
feats (Arcane/Divine/Martial/Monastic/Primal/Psionic Vampire), but the
trick is getting enough different encounter powers to trigger all six
options, especially since Monastic vampire is limited to monks and
psionic power points work differently than regular encounter powers.
That said, the bard has a native series of powers that count as both
arcane and primal encounter attack powers (letting them double dip), and
can pick up one more encounter attack power through multiclassing and
one more through theme.
Themes are like paragon paths in that they're another source of options
that mostly supplement your character options instead of replacing them
(though some also offer alternate powers you can choose to take or leave
instead of your class powers), only this time they take place during
the first 10 levels (with Paragon Paths at levels 11-20 and Epic
Destinies at levels 21-30). They're largely without any prerequisites
(except for a few that might require you to be a particular race, class,
or power source) so they can be added onto any existing character and
represent things your character picked up by being a knight or explorer
or noble or something. Some themes offer various encounter attack
powers that have power sources and thus can be used to activate the
vampire feats, so it's not a bad idea for a low-level vampire to
multiclass, pick up a Vampire feat, and then use a theme to potentially
generate one more surge per fight and survive until you get your second
use of blood drinker at level 7. If you miss the attack you're out of
luck because that encounter power is expended, but the benefits offered
by the feats can still be worth it. Divine Vampire removes your Radiant
Vulnerability and prevents you from taking damage in the sunlight while
Martial Vampire provides a free bonus healing surge once per encounter
when you're first bloodied- perfect for letting a healer patch you up
without sabotaging your surge storage.
A vampire with Noble Vampire and one of the multiclass Vampire feats can
thus generate up to four surges per fight, while a bard might be able
to generate even more thanks to multiclassing shenanigans, but at that
point you've got enough surges to power your abilities, take a few
unlucky hits and still heal up to full after the fight. If you really
want to make an impression, then why not figure out a way to share your
snacks with the rest of the class? The easiest option is the Shared
Healing feat, which lets you or an ally foot the surge bill for a
healing power and thus lets others draw on your bank of free surges, but
it requires an epic cleric (or someone who multiclassed cleric) and is
thus a little out of reach for most of the game. For your more
lower-level needs there's always the Comrade's Succor ritual, which lets
you and other party participants donate one or more surges to another
person participating in the ritual. This is really nice to help with
pacing when a party member gets too low on surge, but it does cost a
surge just to use the ritual and cuts into your bloody gains. What's an
easier solution?
The Artificer is an arcane leader class introduced in the Eberron
Player's Guide, a sort of magical researcher and tinkerer who uses
arcane magic to power all sorts of wondrous devices. Unlike other
leaders, the artificer has the ability to create healing infusions that
provide healing and other effects without requiring the target to spend a
healing surge; a healing infusion is replenished when an ally expends a
healing surge during a short rest. Since a vampire only needs one
extra healing surge, any past that can be donated to the artificer's
infusion reserves as part of an aggressively mandatory blood drive.
Better hope your vampire is a universal donor.
With enough surge generation abilities a vampire can take a system
designed to slowly deplete over the day and turn it into a system that
regenerates every battle, effectively destroying healing surges as a
pacing mechanism. Of course, even with a blood drive you probably can't
take care of all of the damage your party will suffer, so you'll
probably end up stopping for an extended rest eventually, even if it's
only to refresh your daily powers. You may be able to feed the party
several surges per fight, but if you're packing it in after four to six
fights then how valuable are your surge-gathering skills compared to
simply investing in being a defender with a hilariously high amount of
surges per day who can use the same options to share with the party and
refresh those surges each time you stop for a rest? If you really want
to show what you can do, you have to do something that even the
character with the highest surge count in the game can't do: never take
an extended rest.
There are a few classes out there which can be built without daily
powers and with healing surges as their only pacing mechanism for the
day, though most have one or more complications that won't play nice
with vampire mechanics such as not having any use for the Charisma score
that powers your regeneration, or not having any encounter powers with a
level that can be swapped for blood drinker or encounter powers that
hit to trigger feats such as Martial Vampire (especially those whose
encounter powers are boosts that trigger on an at-will hit, which don't
count for those purposes). Even if you can't build a good vampire out
of a class without daily powers, you can still decide that your daily
powers are a small price to pay in exchange for absolute power.
The Eager Hero's Tattoo grants you temporary hit points after each short
rest equal to 5 + the number of healing surges you've spent since your
last extended rest (with higher level versions eventually offering 10 +
2x and 15 + 3x surges spent). This is a nice enough item on a beefy
defender, because temporary hit points function as a sort of shield that
gets depleted by damage first before it can reduce your normal HP, and since
it scales by your surges spent it will protect you from more damage each
fight and thus allow you to stretch your surge reserves out through
more fights than you normally could. While running out of surges will
still stop a normal defender for the day, the amount of surges a vampire
can use between extended rests can keep growing as long as you decide
to keep going, and at its extreme means you can have more THP than HP
and thus require enemies to damage you enough to kill you several times
over before they can even scratch you.
Should that not be enough for you there's also stuff you can do with
milestones, which are a fixed event that players hit every two fights.
Normally not a lot of things happen at a milestone outside of everyone
getting an action point (which lets you take an extra action during an
encounter, which is very nice), but there are some classes that get
extra uses of abilities at a milestone and there are also some items
that provide bonuses after a milestone. Meliorating Armor is a magic
item which improves its enhancement bonus by +1 per milestone you reach,
while there are rings that offer a similar property for your other
defenses (specifically the Rings of Agile Thought/Enduring
Earth/Unfettered Motion, which boost Will/Fortitude/Reflex,
respectively), and the Imperishable Destiny feat lets humans (and half-
or revenant humans) get a +1 to saves, skills and ability checks per
milestone. These properties are balanced around the idea that an
average party may see perhaps four milestones between extended rests if
they're particularly badass, but this blows the math out of the water
and ensures that 10 milestones will make you basically untouchable by
level-appropriate challenges. Of course, none of this boosts your
offense, so you can't get too cocky or you'll fight foes who are just as
unhittable, and none of this boosts your allies either so enemies can
go chew on squishier targets... unless you're also the defender.
The vampire is a creature of extremes, and the 4e vampire moreso. A
normal vampire doomed to a squishy start and slow slide into
obsolescence with nothing more than a novel healing minigame to pass
away the time, while an abnormal vampire is the embodiment of everything
it hates and if you're an insomniac revenant paladin vampire who
inspires allies with your incandescence and gives blood freely then
you'll only die when the DM bludgeons you with the Monster Manual.
Stay thirsty, my friends
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