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.
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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