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Class record

Vampire

Specialist

Tier
1
Difficulty
3 / 5
Main role
Specialist
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Must have the Curse of Vampirism breakthrough.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on any non crafting or gathering skill. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Cunning or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Vampires are those who are cursed, using their cursed abilities to their advantage.

Tactical guidance

Playing Vampire

Vampires are a versatile class with a slight focus on unarmed combat.

Vampire Bite is the only way that vampires can regenerate mana and using it whenever possible is required to keep your mana high. The high AP cost makes it hard to use in a straight up battle. You can combine it with Vampiric Fascination to remove one enemy from the battle. The chosen target will move towards you and you can easily follow it up with your bite on the next turn, dealing guaranteed full pierce damage. Action economy wise, this is still not very efficient though. In harder fights, it may be more worthwhile to fight normally at the start and only start looking for enemies to drain near the end of a fight.

Cloak of Bats is a manaless teleport that can also be used offensively. The RP cost on it is higher than that of a basic defense, but the teleport lets you potentially avoid attacks that are undodgeable. Whether you're stuck in bad terrain, about to get hit by an AoE effect or you need to get behind cover, Cloak of Bats will get you out of almost any bad situation.

Blood Frenzy is your last resort move. While it lasts you become very difficult to kill, especially if enemies are low on RP and can't avoid your attacks to prevent you from regaining health. It does however, lock you into a very specific set of actions. You can't regain mana through vampire bite or switch to a ranged weapon to hit an enemy that's far away. You also cannot turn it off manually, which may lead you to losing all your mana even when you no longer need the healing effect. This is especially devastating for a vampire, since mana regeneration is a problem for them.

Vampire Shapeshift is a cheap utility tool that can be useful for infiltration and sneaking. Shapeshifting into a bat is also an easy way to gain access to flight to reach high ground.

The last thing to keep in mind as a vampire is that your vampire bite is not just a combat ability. You are able to use it on willing targets without hurting them, though they still lose mana. You will have to convince them first though, someone charmed by Vampiric Fascination does not count as a willing person.

Vampire

Class features

Abilities unlocked

Complete rules for every ability granted by Vampire.

Class feature

Benefit 1

Your unarmed attack damage is treated as a One-Handed Weapon in which you are proficient. Your unarmed attacks cannot deal non-lethal damage.

Benefit 2

You may use the Vampire Bite ability.

4 AP
Range
40ft
Keywords
Mind Affecting

You charm a non-heroic creature within range. While charmed, the target must spend its AP during its turns on moving towards you in the most direct path possible while avoiding any dangers it is aware of. If it is already next to you, it instead takes no actions.

At the start of your next turn, you may spend 4 AP to continue the charm. If so, the charm continues until you stop paying the AP cost or until the target takes damage from an attack other than a Vampire Bite.

While you have a target under the influence of Vampiric Fascination, your Vampire Bite costs 0 AP and has Sure Hit plus Full Pierce against that target the first time you use it each turn.

Requirements

Target must be able to see or hear you, Target must be non-heroic.

0 AP1 MP
Range
Self

You are able to change your form to that of a rat or bat.

While in this form, your size changes to that of the chosen animal and you are treated as a normal animal of that type. You cannot make any attacks or use any abilities while in this form.

You may exit this form at any time for 0 RP.

2 RP
Range
40ft
Keywords
Teleport

You vanish into a swarm of bats and reappear somewhere else within range. If this was used in reaction to an attack, that attack automatically misses you.

0 AP2 MP
Range
Self

You go into a blood frenzy, mindlessly attacking enemies near you.

While the blood frenzy lasts, you must attack the nearest enemy target with a basic unarmed attack. If two targets are equally close, you may choose which one you attack. If no enemies are within range, you must use your movement to move closer to the closest visible enemy until you can attack them.

While under the effect of blood frenzy, you heal for half the damage you deal with your unarmed attacks.

You cannot use Vampire Bite while under the effect of Blood Frenzy.

This effect lasts until all visible enemies are dead or until your mana runs out. At the start of your turn, you lose 2 mana.