Daywalker

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I believe that dragonborn and tieflings were put in first to make playable versions of dragons and devils, two popular monster types. Here's your vamp lites.

Daywalkers are actually not half vampires. They are vampire spawn that are purified by divine energy after the destruction of their master. A daywalker loses access to most of his vampire power due the purification but parts of the curse lingers still in their bodies. Daywalkers retain some of their vampire strength and athleticism but are unaffected by sunlight hence their name. Daywalkers don't need to drink blood. Their thirst for blood was mostly eliminated because they are purified and alive. Daywalkers still thirst but not often. Unlike vampires, they can drain life force without drawing blood. After priming a foe with his weakened gaze, a daywalker can wound an enemy and drain their life force or blood to heal own wounds. Daywalkers prefer to feed off animals but will drink the blood of their enemies. Those with evil intentions might prefer the taste of fresh blood of innocents.
Daywalkers were usually humans or elves in their past lives. Although their mortality is returned, the taint of vampirism hides their racial traits. Most daywalkers look like sickly half-elves. The change pales their skin, shrinks their bones, and darkens their hair. They are not undead but claim to be not fully alive. A daywalker can pass his curse to his children. Daywalkers rarely couple with each other thought, fearing birthing the rare living vampire.
Daywalkers usually hate the undead, especially vampires. They often hunt vampires and free their spawn to create more daywalkers. Some even miss their past powers and seek to become undead again.

DAYWALKER

Average Height: 5' - 6'2''
Average Weight: 120 - 200lb

Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common, Choice of one other
Halt Disease. You cannot reach the final stage of a disease.
Necrotic Resistance: You have resist necrotic 5 + one half your level
Blood Drain: You gain Blood Drain as an encounter power.


Blood Drain-- Daywalker Racial Power
You gaze into your enemy's eyes and sink your teeth into his neck.
Encounter <> Weapon
Standard Action -- Melee

Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Strength Damage and regain hit points as if you had used a healing surge.
Special: If the target is bloodied, you gain a +4 bonus to your attack roll.


Crimson Claws [Daywalker]
Prerequisite: Daywalker, Blood Drain racial power
Benefit: If you are grabbing the target, you can use blood drain as a move action and add your Charisma modifier to your damage roll.


Strong Hop [Daywalker]
Prerequisite: Daywalker, trained in Athletics
Benefit: You gain a +5 feat bonus to Athletics checks to make jumps. This bonus increases to +10 at level 11 and +15 at level 21.
 
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Vision: Darkvision

a no no for PC races, reduce it to lowlight


my take on blood drain:

Blood Drain-- Daywalker Racial Power
You gaze into your enemy's eyes and sink your teeth into his neck.
Encounter <> Weapon
Standard Action -- Melee

Target: One creature
Attack: Cha vs. Will
Hit: 1d8 + Strength Damage and regain hit points as if you had used a healing surge.


I'd also include some more undead traits, not eating, not breathing, poison/disease resistance.

In exchange they would be vulnerable to turn undead etc..
 

They actually seem a little weak for a PC race. Also, I'd change Blood Drain; as is, you're basically hittin' them with your sword to heal yourself, which doesn't quite fit. I'd make it be a minor action, require you to have your foe already Grabbed, be Str. vs. Fortitude, deal 1d4+Str. (unarmed) damage, and allow you to recover a spent healing surge if you hit.

I'd also give them a +1 to defenses and +2 to saving throws against all Necrotic and death effects, representing their lingering connection to undeath, as well. I might replace +2 Diplomacy with +2 Intimidate, too. Half-vampires are supposed to be freaky, and their appearance seems like it would actually hurt most attempts at diplomacy, at least at first.

Your Paragon racial feats could replicate the occasional side-effects of a true vampire's bite; temporary euphoria leaves your target slowed/dazed for a round if you succeed on a secondary Cha. vs. Will attack, or something like that.

You should also probably make sure to mention that the blood drain thing only works on pure humanoids. Either that, or come up with some interesting things to happen when you drink non-humanoid blood. Maybe make a Paragon feat that lets you take advantage of this; you gain a minor breath weapon in the round after you drink a dragon's blood, things like that.

I dunno, these're pretty much just random thoughts.
 

Well I didn't want them to be to be too undead for they might be too powerful by accident. They aren't half vampire, more like 10%. They are just pale humans who can drink blood. I allowed darkvision because their other racial powers were weak. I only added the skills because I didn't know how to work in the gaze. I like your blood drain, generalhenry, but I would love to work in bloodied into it.
 

a no no for PC races, reduce it to lowlight


my take on blood drain:

Blood Drain-- Daywalker Racial Power
You gaze into your enemy's eyes and sink your teeth into his neck.
Encounter <> Weapon
Standard Action -- Melee

Target: One creature
Attack: Cha vs. Will
Hit: 1d8 + Strength Damage and regain hit points as if you had used a healing surge.


I'd also include some more undead traits, not eating, not breathing, poison/disease resistance.

In exchange they would be vulnerable to turn undead etc..

This is a much better version of Blood Drain, I'd highly recommend using that instead.

The darkvision thing isn't that big a deal to me. If I recall from designer notes in the preview books, the only reason PC races don't have darkvision is because they wanted to have light and color in most places or something to that effect. I can see how it can be a balance issue, but I just don't consider it that much of one.
 

they might be too powerful by accident

+

I allowed darkvision because their other racial powers were weak

= lol

I think the undead traits would be less powerful than the darkvision :p

no food, no breath +2 vs poison and disease

I would love to work in bloodied into it.

The word does call out 'USE ME'

If target is bloodied doesn't seem to fit
If character is bloodies doesn't seem to fit either

hmm . . . how about target counts as bloodied until the end of the character's next turn.
 

I allowed darkvision because their other racial powers were weak. I only added the skills because I didn't know how to work in the gaze. I like your blood drain, generalhenry, but I would love to work in bloodied into it.

Aside from skill and ability score bonuses, the races in the PHB all have at least three special traits, so I think reducing the darkvision to low-light and giving them an extra power would balance them nicely. They already have resistance to Necrotic effects and the Blood Drain power (I like generalhenry's version too); they just need one more. There doesn't seem to be such a thing as a death effect in 4E, but using the Halfling's Bold trait as an example, you could give Daywalkers a +5 to saving throws against Necrotic effects. That feels like doubling up, though. Perhaps, to go with the faster and stronger feel of vampires, you could give them a bonus to initiative, base speed or running speed?

Adding bloodied into the Blood Drain power is easy, I reckon: just give the power a bonus to the attack roll - either a fixed amount, or an additional modifer, perhaps Strength - if the target is bloodied. Seeing as Tieflings get +1 to any bloodied foe all the time, adding that kind of bonus into an encounter power doesn't seem too much.
 
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I like the suggestions. I'm still looking for a balanced replacement for the skill bonuses. +5 to poison and necrotic saves? +2 to initiative?
 

I like the suggestions. I'm still looking for a balanced replacement for the skill bonuses. +5 to poison and necrotic saves? +2 to initiative?

I think for the skill bonuses +2 to athletics was fine, and maybe to endurance (to represent the vampires previous longevity and stamina). Otherwise, you could give them a +2 racial bonus to more than 2 skills when not exposed to sunlight (athletics, endurance, diplomacy and intimidation)
 

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