Hybrid Vampire

CLASS TRAITS

Role: Striker.
Power Source: Shadow.
Key Abilities: Dexterity, Charisma

Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Holy symbols, ki focuses
Bonus to Defense: +1 Fortitude, +1 Will.

Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 2

Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), History (Int), Intimidate (Cha), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex).

Class features: Blood Drinker (Hybrid), Blood Is Life, Child of the Night (Hybrid), Enduring Soul, Hidden Might
Hybrid Talent Options: Embrace Undeath or Vampiric Reflexes.

A hybrid vampire is likely a character who was saddled with the curse of vampirism after commencing the study of weapons, arcane magic, or another path. Some hybrid vampires might be younger vampires who seek to augment their shadow talents with new abilities.

HYBRID VAMPIRE CLASS FEATURES


BLOOD DRINKER (HYBRID)
You can select the blood drinker power whenever you have the opportunity to gain a class encounter attack power that has a level. If you already have blood drinker, you gain an additional use of the power if you select it again.

Vampire Attack Blood Drinker

When your attack strikes true, you sweep past your foe’s defenses to consume the essence of its life.

Encounter        Shadow
No Action      Personal

Trigger: You hit an enemy with a vampire melee at-will attack power.

Target: The triggering enemy

Effect: The target takes 1d10 extra damage from the triggering attack, and you gain a healing surge.
    Level 17: 2d10 extra damage.
    Level 27: 3d10 extra damage.


BLOOD IS LIFE
Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You regain hit points equal to your bloodied value.
    If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points.

CHILD OF THE NIGHT (HYBRID)
You gain the following benefits and weaknesses.
    * You are an undead creature. You are unaffected by anything that affects only living creatures. You don’t need to breathe, which means you are immune to suffocation. You also don’t age. Unlike most undead, you do need to sleep.
    * You have vulnerable 5 radiant.
    * If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability) from the sunlight, and you are weakened (save ends). If you drop below 1 hit point from this damage, you are instantly destroyed.

ENDURING SOUL
While you are bloodied, you gain regeneration equal to your Charisma modifier. If you take radiant damage, your regeneration does not function until the end of your next turn.

HIDDEN MIGHT
You gain a bonus to the damage rolls of your vampire powers and vampire paragon path powers. The bonus equals your Charisma modifier. The bonus increases to 2 + your Charisma modifier at 5th level, 4 + your Charisma modifier at 15th level, and 6 + your Charisma modifier at 25th level.

Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.

EMBRACE UNDEATH
You gain darkvision and resist 5 necrotic.

VAMPIRIC REFLEXES
You gain a +2 shield bonus to AC while you are wearing cloth armor or no armor and aren’t using a shield.

Published in Dragon Magazine 402.