Any Errata on the Vampire?

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A friend of mine got into the books and discovered the "vampire" class and was considering rolling one for our fresh campaign I was discussing earlier. As far as I KNEW the class was trash and was essentially worthless in all things.

That said; has there been any updates or rules or content released since that has improved the class in any way to make it even viable to use? If not, I'll just tell him it's a junk class and try to persuade him into something that won't be paramount to rolling a wet noodle and flopping on the ground every session.
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  They did put out a couple of feats for the vampire, but they're actually of more use to people of other classes multiclassing into vampire.

 What part of the vampire class did he like? There are other ways of playing a "vampire" in the game beyond just the actual class, and other ways of doing a lot of the things the vampire does.

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The "best" option either being to roleplay it up, or play a Vyrloka which have a useful stat spread and a pretty decent racial power.  As you noted, actual vampire is quite bad on its own.

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You're already refluffing, why not refluff to something that doesn't suck?
He enjoyed the parts that could be roleplayed, like their bite attack or whatever. You can roll twin strike with your ranger and just say one was a gut stab and the second attack was a bite to the neck or something. I mean you hit twice. In fact if you really gave a crap you could RP as a giant two-handed weapon user hitting two times in a row instead of being a dual-wielder but build it dual-wield for the sake of character builder not freaking out.
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well they added the hybrid version so you could hybrid it with a class that isn't terrible, most of the new stuff was Dragon #400 and I don't know of anything more recent than that
I mean wouldn't a Hybrid anything else be more worthwhile anyway though? Like come on a Seeker|Hunter Hybrid might be better if the class is as bad as people say.
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Very much depends on the level you will reach. Don't get me wrong vampires aren't great, but if you are only gong to be in heroic that won't pull the level of the rest of the party down to much when hybrid.
If you're in a party where none of the characters are particularly optimised, and your DM is limiting encounter difficulty to take that lack of optimisation into account, then the vampire is OK in the heroic tier and just about playable through the first half of paragon. I'd never even consider playing one above mid-paragon, though, even in such a low-powered campaign, because their extra damage and regeneration features just don't keep pace. The vampire has the major problem that it has a striker extra damage feature appropriate to a multi-target striker like a monk or sorcerer, but doesn't actually have the powers to do multi-target striking on anything approaching a regular basis, coupled with that extra damage only ever applying to its own native powers, so you can't even fix the issue by multiclassing.

If you do play a vampire, I'd strongly recommend picking revenant for your race (and choosing the race you want the vampire to belong to fluff-wise as your 'past life'), since that adds some much-needed resilience, as well as giving you the right ability score bonuses (since vampires absolutely need both Dex and Cha to be as high as possible). I would also always dump Con to 8 and take one of the backgrounds that lets you use another ability score for HPs. Your number of healing surges are fixed no matter your Con, and you can ignore most of the things that normally require a PC to make Endurance checks, so Con does almost nothing for you anyway (and you'll never play a vampire to high enough level to care about Rapid Regeneration).

Playing a vampire also absolutely requires the rest of the party to be OK with sometimes having to give up their own surges to keep the vampire alive. I don't agree with others here who consider playing a vampire to automatically violate Wheaton's Law, but it's a class that is not suited to most campaigns or most parties, and it requires a lot of work to not just be a net drain on party resources and/or a source of intraparty conflict ("I'm a paladin of Pelor! Why would I willingly let an evil undead monster suck my blood?" "Because you're the one with ten spare healing surges, you self-righteous ass!").

Vryloka brawler fighter with Vampire Heritage (and possibly an assassin MC feat for ki focuses and then Minion of the Dark for darkvision) is probably a better 'vampire', anyway. You still get to grab people and drain them, turn into a bat or wolf, that sort of thing. You can't walk across ceilings, but how often is that actually going to be relevant?
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Playing a vampire also absolutely requires the rest of the party to be OK with sometimes having to give up their own surges to keep the vampire alive. I don't agree with others here who consider playing a vampire to automatically violate Wheaton's Law, but it's a class that is not suited to most campaigns or most parties, and it requires a lot of work to not just be a net drain on party resources and/or a source of intraparty conflict ("I'm a paladin of Pelor! Why would I willingly let an evil undead monster suck my blood?" "Because you're the one with ten spare healing surges, you self-righteous ass!").



As long as you have a martial encounter power to use(and consistently can hit with it) and Martial Vampire, running out of surges shouldn't realistically be a problem. You basically start off the day with 4-5 healing surges and regen - if you're going down to 0 surges in that scenario, so is the 6 surge Rogue.
As long as you have a martial encounter power to use(and consistently can hit with it) and Martial Vampire, running out of surges shouldn't realistically be a problem. You basically start off the day with 4-5 healing surges and regen - if you're going down to 0 surges in that scenario, so is the 6 surge Rogue.


Right, so that's a rogue or ranger MC feat, Novice Power, Martial Vampire and Durable. And you'll still need Unarmored Agility, Ki Focus Expertise and Implement Focus just for basic functionality (I suppose you could forego IF until paragon). That's seven feats. In other words, you get no choice of feats at all until paragon (on a class where feats are pretty much the only thing you normally would get to choose). Which is why I said "it requires a lot of work".

Being a hybrid rather than multiclassing does make it somewhat easier, of course. But then you have weapon/implement issues.

I wonder why your hypothetical rogue only has six surges, though? The rogue in the party I currently DM for has 9 and even that wouldn't be enough without him being able to do a lot of his work from a relatively safe distance. Melee-only strikers get the stuffing kicked out of them really easily.
"There's an old saying that all it takes for evil to triumph is that good people do nothing. I've always had a problem with that. If you do nothing to oppose evil, then how are you 'good'? To turn aside and allow evil to flourish is to collaborate with it. You ask for mercy. You claim you have done nothing. That 'nothing' is why you deserve no mercy." - Lorian Karthfaerr, drow paladin of Avandra Robin Laws says I'm a Storyteller:
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You're more inclined toward the role playing side of the equation and less interested in numbers or experience points. You're quick to compromise if you can help move the story forward, and get bored when the game slows down for a long planning session. You want to play out a story that moves like it's orchestrated by a skilled novelist or film director. Storyteller 92% Tactician 83% Method Actor 75% Butt-Kicker 67% Power Gamer 67% Specialist 58% Casual Gamer 8%
@Duskweaver

Based on the fact that we'll have a Knight but NO CONTROLLER I felt a weird 5th man vampire concept based on your suggestion and a link i found in the Warforged Brawler advice would fit nicely. It's based off that Thri-kreen Brawler|Rogue Hybrid for pumping damage and controlling one enemy at a time.

The Knight can take on certain people, my ranger|fighter can be nuking people, the leaders can be healing and directing people and this guy can skulk one character off like some weird feral vampire, knock it prone and grapple/bite it for damage.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Stelian, level 4
Vryloka, Fighter/Rogue
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: Brawler Style (Hybrid)
Inherent Bonuses
Auspicious Birth (Auspicious Birth Benefit)
Theme: Mercenary
 
FINAL ABILITY SCORES
STR 19, CON 12, DEX 17, INT 8, WIS 12, CHA 12
 
STARTING ABILITY SCORES
STR 16, CON 12, DEX 16, INT 8, WIS 12, CHA 10
 
 
AC: 19 Fort: 20 Ref: 17 Will: 14
HP: 47 Surges: 8 Surge Value: 11
 
TRAINED SKILLS
Acrobatics +10, Athletics +11, Intimidate +8, Perception +10, Stealth +12, Thievery +10
 
UNTRAINED SKILLS
Arcana +1, Bluff +3, Diplomacy +3, Dungeoneering +3, Endurance +3, Heal +3, History +1, Insight +3, Nature +3, Religion +1, Streetwise +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Vryloka Utility: Lifeblood
Fighter Attack: Combat Challenge
Fighter Attack 1: Grappling Strike
Rogue Attack 1: Riposte Strike
Fighter Attack 1: Takedown Attack
Fighter Attack 1: Seize and Stab
Fighter Utility 2: Forceful Drag
Rogue Attack 3: Low Slash
 
FEATS
Level 1: Hybrid Talent
Level 2: Master of the Fist
Level 4: Piercing Palm
 
ITEMS
Monk unarmed strike x1
Magic Ki Focus +1 x1
Leather Armor of Sudden Recovery +1 x1
Lucky Charm +1 x1
Magic Spiked gauntlet +1 x1
Adventurer's Kit
====== End ======


The one issue I have at this time is when to pick up Vampiric Heritage. Also to even get the build STARTED I had to start him one level higher than all of us.
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You have a Knight, a Fighter|Ranger, and you want to add another defender type as a pseudo controller?  With five people, you have those three, a Leader and... what?  Another striker?  How many monsters do you typically have on the board where you can actually make use of three defender types without overwriting marks and generally getting in each other's way?

Edit:

Another option for the character is a Dragon Sorcerer.  Vrylokas have the right stat boosts for it, they're incredibly tough which can be fluffed as vampiric resilience, they're skirmishers that are happy to be in melee range, and they get a bunch of other fun things while contributing to the group.
just have them play a real controller as opposed to...whatever this is supposed to be.
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But controllers are the weakest role ever!
As long as you have a martial encounter power to use(and consistently can hit with it) and Martial Vampire, running out of surges shouldn't realistically be a problem. You basically start off the day with 4-5 healing surges and regen - if you're going down to 0 surges in that scenario, so is the 6 surge Rogue.


Right, so that's a rogue or ranger MC feat, Novice Power, Martial Vampire and Durable. And you'll still need Unarmored Agility, Ki Focus Expertise and Implement Focus just for basic functionality (I suppose you could forego IF until paragon). That's seven feats. In other words, you get no choice of feats at all until paragon (on a class where feats are pretty much the only thing you normally would get to choose). Which is why I said "it requires a lot of work".



No, you just need Sneak of Shadows, Novice Power(for Low Slash), and Martial Vampire - you're a 20 Dex character with +2 AC and a Rhythm Blade Dagger +1(because your +2 AC is a shield bonus). Base AC of 18.

You have 2 surges. When you get bloodied, you get a surge for free the 1st time it happens. You hit with Low Slash(which is weapon vs Reflex, +5 from Dex, and you have Human's free +4 to hit if you don't like the roll - you should be hitting 95% of the time here), then you get another surge. You hit with Blood Drinker and you get another surge. You have regen and if you have any extra surges at the end of a short rest, you go right back to full.

So as an example, take the following really bad combat:
Your character gets knocked down to zero.
You get healed into consciousness.
You get knocked out again.
You get healed into consciousness.
You get knocked out again.
You spend your second wind.
After combat, you likely spend 3 healing surges to get back to full because in Heroic, the Leader's heals won't heal enough to save you a surge.

That's 6 surges.

The Vampire? Starts with 2 surges. Hits with Low Slash, a Vampire MBA, and gets Bloodied at some point - that's 5 surges.
Spends the same 3 surges in combat, then regens to half after the combat. Can spend 2 surges to heal fully(if he wants). And note what I'm assuming here - that the Regen was completely useless in combat and didn't save the Vampire from getting knocked out one of the three times.

That's 5 surges.

And in the next combat, the Vampire ought to be getting those same 3 surges again. Surges shouldn't be a problem here - in effect, by having those choices, the build is almost automatically at 8 surges assuming there's just 2 combats and that the Vampire takes a beat down - combats that would make your 9 surge Rogue cry. And the Vampire just gets better from there in terms of surges.

Surges are not the problem for Vampires. The lack of useful power choices and a poor quality striker feature are.
We have an Ranger|Fighter, A Heal Cleric (He only has ranged attacks, based only on charisma, implement attacks only, it isn't quite a Pacifist build but pretty close) we have a Bugbear Knight who is front like defender with Hold the Line and we have a Wizard|Warlord Cha/Int based person who is a Pixie, with extra attack grants and disables like SLEEP and things of that nature. Maze of Mirrors, things like that.

So we have a Striker (The fighter part is just there for multiattacks tbh, I'm not really probably going to be marking anything. I'll be playing like a straight striker) we have a pure Defender we have a pure Leader and we have a hybrid Leader/Controller.

The fifth man can technically be anything right? Why not some weird brawler striker/controller thing? Otherwise we have a lot of melee and ranged worries me, so the Dragon Sorcerer may just be the thing we need to shoot the flyers and the artillery in the back ya?
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I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.


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Vamps can make A.H. number of Vamp minions.
Problem is the towns people get mad, as does the DM.

And that's just a T.O. starting point ... (ignore ignore).

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

The fifth man can technically be anything right? Why not some weird brawler striker/controller thing? Otherwise we have a lot of melee and ranged worries me, so the Dragon Sorcerer may just be the thing we need to shoot the flyers and the artillery in the back ya?



Anyone can be whatever they want so long as the DM and players are willing.  However, being the optimization board that this is, we like to make things that are clearly and directly useful and fully capable of doing its intended goal.  The fighter|rogue thing's goal is rather unclear.  It isn't an adequate striker, it isn't an adequate defender, and proning a single mob does not a controller make.  A dragon sorcerer will erase minis from the table for quicker and in a much more satisfying manner than the pseudo-controller thing will. 
I decided to go with a melee Dragon Sorcerer Vryloka with the misshapen power to get people in range to bite them, simply can be RPed as uh what's it it called in Being Human..compelling people? You compel them into range, then use the bite from the feat for a self heal. The rest was just whatever was skyblue or gold from the Sorcerer Op guide.

Although I may grab some ranged powers in the future or possibly swap one of the at-will for a ranged basic attack because even as a Sorcerer it seems it either has a) blast/burst or b) melee attack, no ranged really.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Uthred, level 4
Vryloka, Sorcerer
Spell Source Option: Dragon Magic
Dragon Soul Option: Dragon Soul Cold
Blood Drain Option: Blood Drain Strength
Inherent Bonuses
Auspicious Birth (Auspicious Birth Benefit)
Theme: Misshapen
 
FINAL ABILITY SCORES
STR 19, CON 10, DEX 13, INT 11, WIS 8, CHA 19
 
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 11, WIS 8, CHA 16
 
 
AC: 18 Fort: 17 Ref: 15 Will: 19
HP: 46 Surges: 6 Surge Value: 11
 
TRAINED SKILLS
Arcana +7, Diplomacy +11, Intimidate +11, Nature +6
 
UNTRAINED SKILLS
Acrobatics +3, Athletics +6, Bluff +6, Dungeoneering +1, Endurance +2, Heal +1, History +2, Insight +1, Perception +3, Religion +2, Stealth +5, Streetwise +6, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Misshapen Attack: Grasping Limb
Vryloka Utility: Lifeblood
Feat Attack: Blood Drain
Sorcerer Attack 1: Ensorcelled Blade
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Tempest Breath
Sorcerer Attack 1: Lightning Breath
Sorcerer Utility 2: Dragonflame Mantle
Sorcerer Attack 3: Flame Spiral
 
FEATS
Level 1: Vampiric Heritage
Level 2: Implement Expertise (Light blade)
Level 4: Dual Implement Spellcaster
 
ITEMS
Cloth Armor (Basic Clothing) of Sudden Recovery +1 x1
Rhythm Blade Dagger +1 x1
Magic Dagger +1 x1
Adventurer's Kit
Sustaining Cloak +1 x1
====== End ======


So that should satisfy the Vampiric Requirements, right? Also you can like RP using blood for magic source instead of fire or ice or whatever like Vladimir from League of Legends or something.




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I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.


D&D Home Page - What Class Are You? - Build A Character - D&D Compendium

Looks plenty solid and I'm sure everyone will enjoy that character more than the other once the battles start.