Basic Pure Multiclass Mini Class
Class Info
Vampire
Vampires, depending on who you ask are those blessed with a greater power or cursed by disease. These creatures feed on the blood of other humanoids and can pass this affliction along through biting their victims. The power granted by vampirism opens up new abilities for characters who undergo and survive the transformation. Multiclass
Nightstalker 1
1. Vampire
2. Rogue 2 OR Bard 2
3. 1 of Any Other Class
Nightstalker 2
Rogue 3 OR Bard 3
Vampirism, for those that survive, allows the user great powers of both manipulation and transformation. Those who practice the arts are called Nightstalkers and can often rise to levels of influence in both low and high society. Nightstalkers gain servants which follow their every command, as well as the ability to create Thralls. They may also walk along walls, transform into mist or a swarm of bats, and are masters hypnotization.
Draken 1
1. Vampire
2. Fighter 2 OR Monk 2 OR Barbarian 2
3. 1 of Any Other Class
Draken 2
Fighter 3 OR Monk 3 OR Barbarian 3
The body of a vampire contains the potential for incredible physical violence, and those that learn to harness this power are call Draken. A Draken practices the art of vampiric martial combat, which, particularly combined with other schools of physical combat, can allow a user to push themselves beyond human levels. Draken may slash with their clawed hands, float through the air, make use of the vampiric bite to heal in combat, and manifest a blade of blood.
Spirit of the Bat
Vampire
+
Druid 1 + Class + Class
It is said those whose vampirism manifests most like it's ancient origins gain the power of the Spirit of the Bat. These are vampires who may transform into giant man sized bats who fly through the night sky. Spirit of the Bats tend to accumulate a person swam of other bats and fly with great speed, often dragging their foes high into the air for dinner and then dropping them to the deaths.
Sanguimancer
Blood Mage
See Mage.
Master
Vampire Lord
Elite Character
+
Nightstalker 2/Draken 2
Highest in the ranks of vampire kind is the Vampire Lord. These vampires command respect from other vampires and are entered into the dark councils of which only vampires may speak of. These vampires have gone furthest in their transformation such as that their bodies are incredibly durable. They may have other vampires submit to their will and even claim dominion over some land which is then cast into a near permanent darkness as long as they control it.
Vampirism
Vampirism comes about via a bite from a Vampire. Those who want to become a vampire, may have a Vampire perform the bite and hope they survive the sickness.
Getting Afflicted: Gain 2
S
+
2
D
Vampire Sickness (VS) Con Points.
1: Vampirism Sickness
3 Con (B) in Daylight
1
D
when eating any Food, 1S: Throw it up and it has no effect.
May Vampire Bite
6 Only
Remove Vampirism Sickness:
Drink Holy Water: Take 1S+4D Vital Wound, Change 2D Con(VS) to Illness.
Once all VS removed, remove Vampirism Sickness.
Become Vampire Fledgling:
After Drinking 6 Blood can become Vampire Fledgling.
2: Vampire Fledgling
/6 Blood
3 Con (B) in Daylight
Dark Vision +2
Vile: Weak to Azeal's Holy Attacks.
Thirst: Drinking water is meaningless. Every 4 Days Resist 4 Thirst w/
Spirit
.
Become a Vampire:
After Drinking 12 more Blood can become a vampire.
3: Vampire
/12 Blood
Have a blurry reflection in mirrors.
2 Con (B) in Daylight. If Body Areas exposed to sunlight catch fire Burning 2
D
.
Bed Rest: Only applied if sleeping in a completely enclosed area with no light. (Aka Coffin) Can't be too exposed to elements
Each Day: Remove 1
D
Wound/Fatigue.
Dark Vision
+
1
D
to Challenges to Hide in Darkness
Vile: Weak to Azeal's Holy Attacks. Churches can’t heal you, Con point while inside, and Burning 2
D
upon entering. Touching Holy Implements applies Burning 1
S
+
2
D
and 1
S
+
3
D
Dmg.
Thirst: Drinking water is meaningless. Every 7 Days Resist 4 Thirst w/
Spirit
.
Drink 1 Blood: Remove 1 Harm/Wound or Fatigue.
Actions
Vampire Bite
Grapple
Killing someone gives 4 Blood Total. People already dying or children may have less blood.
Cha
+
Endr
+
1
D
2S: Drink or store 1 Blood. (May Drink 4 Blood from a person max.)
Regain 2
D
Stamina, may remove 1 Hunger/Thirst
(Stale Humanoid/Non-Humanoid Blood: 1
D
Thirst/Hunger)
Dmg: Pierce
1
S
+
4
D
Resists 3 Illness w/
Fort
/
Spirit

Bleed 3
+
3
D
Advanced
Nightstalker
Nightstalker 1
Multiclass
Can't use Abilities in Medium/Heavy Armor
Vampire Skills Wall Pace: May Pace/Dash on walls.
Float: Can Float 1 Space above ground. May move up 1 Space as part of Pace.
Shadow Meld:
+
1
S
to Hide in Darkness.
Servant: If Biting a humanoid Target effected by Hypno Vision and if you have taken at least 3 Blood from them you may attempt
Cha
+
Spirit
Contest.
     Win: They serve you now and become a Vampire Servant.
      Some very dangerous actions may require winning a
Cha
+
Spirit
Challenge.
Hyno Vision
Full
Target may make
Agl
Check. 1S: Target ignores Hyno Vision, but has eyes closed that round. (Can't Defend or Attack.)
Contest:
Cha
+
Spirit
1S: Target cannot act or defend this round.
2S: Target does what you command next Round. Apply again for each additional success. (If hurting self, may win addtional
Cha
+
Spirit
Challenge.)
Shriek
Free
Circle 2R
All inside Resist 2 Dazed with
Spirit
+
1
D
Mist Form
Defense Add-On
Gain 1 Fatigue.
+
1
D
to Dodge.
May move through small openings.
Nightstalker 2
Multiclass
Can't use Abilities in Medium/Heavy Armor
Vampire Skills Wall Pace: May Pace/Dash on walls and upside down.
Float: Can Float 3 Spaces above ground. May move up 1 Space as part of Pace.
Shadow Meld:
+
2
S
to Hide in Darkness.
Servant: If Biting a humanoid Target effected by Hypno Vision and if you have taken at least 3 Blood from them you may attempt
Cha
+
Spirit
Contest.
     Win: They serve you now and become a Vampire Servant.
      You may gain 2 Torso Wound to increase up to 3 Stats of a servant by 1. (Once per Servant.)
      Some very dangerous actions may require winning a
Cha
+
Spirit
Challenge.
Thrall: If Biting a humanoid Target effected by Hypno Vision and if you have taken at least 4 Blood from them you may attempt
Cha
+
Spirit
+
1
D
Contest: Win. They become an Decrepit Zombie that serves you. May have up to 2.
Hyno Vision
Full
Target may make
Agl
Check. 1S: Target ignores Hyno Vision, but has eyes closed that round. (Can't Defend or Attack.)
Contest:
Cha
+
Spirit
+
Int
(you)
vs.
Cha
+
Spirit
(target)
1S: Target cannot act or defend this round.
2S: Target does what you command next Round. Apply again for each additional success. (If hurting self, may win addtional
Cha
+
Spirit
Challenge.)
Shriek
Free
Circle 2R
All inside Resist 3 Dazed with
Spirit
+
1
D
Mist Form
Defense Add-On
Gain 1 Fatigue.
+
1
D
to Dodge.
May move through small openings.
Bat Swarm
Defense Add-On
+
Agl
to Dodge.
Do Blast 1
S
+
3
D
, Bleeding 2 Dmg to Target.
May move up to 3 Spaces.
May stay in form per Round.
Bat Form
Full
Transform to or back from Bat Form. When transforming all Dmg (Harm, Wounds) is also applied to the new body (up to the max for the body).
Bat
Body Area
Harm
Wound
Harm
Crit
1S: Body
      Pace: 4 (Air)
         Ascend 1
S
+
Agl
+
1
D
Draken
Draken 1
Multiclass
Movement Skills Float Step: As a part of Movement can move 1 Space in a direction without ground. (Max 2 away from ground.)
Surface Step: As a part of Movement can move 2 Space along wall or ceiling.
Vampire Step
Move Add-On
Move 2
S
+
Agl
.
+
Agl
to Dodge.
Combat Skills Nail Claws: May extend Nail Claws as a Free Action.
Vampire Bite
Grapple
Cha
+
Endr
+
1
D
1S: Drink or store 1 Blood. Target takes 1
S
+
4
D
Dmg to Head and Resists 3 Illness w/
Fort
/
Spirit
. (May Drink 4 Blood from a person max.)
When drinking Blood may use a Blood Point to Activiate Blood Mode.
Blood Mode: +1 to Choose 2:
Str
/
Agl
/
Dex
/
Endr
/
Fort
/
Sense
/
Spirit
.
This lasts one hour. Additional activations replace the effects of previous ones.
Nail Claw Slash
Free
Nail Claws must be extended.
:
Slash an additional time this Round.
Strike
1
S
+
Agl
+
2
D
Bypass 1
D
Slash
2
S
+
Str
Bleed 2
Draken 2
Multiclass
Movement Skills Vampire Speed: +1 Pace.       Surface Step: Can move Pace along Walls/Ceilings.
Float Step: As a part of Movement can move 2 Space in a direction without ground. (Max 5 away from ground.)
Vampire Step
Move Add-On
Move 2
S
+
Agl
+
1
D
.
+
Agl
+
1
D
to Dodge.
Bat Form
Full
Transform to or back from Bat Form. When transforming all Dmg (Harm, Wounds) is also applied to the new body (up to the max for the body).
Bat
Body Area
Harm
Wound
Harm
Crit
1S: Body
      Pace: 3 (Air)
         Ascend
Agl
+
1
D
Combat Skills Nail Claws: May extend Nail Claws as a Free Action.
Vampire
Bite
Grapple
Cha
+
Endr
+
1
D
1S: Drink or store 1 Blood. Target takes 1
S
+
5
D
Dmg to Head and Resists 3 Illness w/
Fort
/
Spirit
. (May Drink 4 Blood from a person max.)
May use a Blood Point to Activiate Blood Mode.
Blood Mode: +1 to Choose 4:
Str
/
Agl
/
Dex
/
Endr
/
Fort
/
Sense
/
Spirit
. This lasts one hour. Additional activations replace the effects of previous ones.
Nail
Claw
Slash
Free
Nail Claws must be extended.      
:
Slash an additional time this Round.
Strike
1
S
+
Agl
+
2
D
Bypass
Dex
Slash
2
S
+
Str
Bleed 2
Blood Blade
Create Blood Blade
Full
/
Free
Create Blood Blade. May Block an Attack with Blood Blade the same Round.
Each additional time this is done per combat gain 1 Fatigue.
Blood Blade
Blood Blade starts with no Dmg.
Blood Blade dissipates 3 Rounds after being dropped/thrown.
DR1
/5 Dmg
Strike
Active
Strike
1
S
+
Dex
+
2
D
Bypass 2
D
Slash
2
S
+
Str
+
2
D
Bleed 2,
ArPen
2
D
Block
Defend
Agl
+
2
D
Throw
Active
Strike
1
S
+
Sense
+
2
D
1S: +, Bypass 2
D
Pierce
2
S
+
Str
+
2
D
Bleed 2,
ArPen
2
D
Spirit of the Bat
Spirit of the Bat 1
Advanced
Druid Abilities cannot be done in Heavy/Medium/Light Armor.
Shift
Bat Shift
Full
Enter Bat Mode. +1
Agl
, +1
Dex
, +1
Sense
, Pace (Air) 4 Ascend 1
S
+
Agl
1
D
, Descend: 5
S
+
Agl
+
2
D
.
Bat mode lasts for 30 min. When over Resist 3 Wither w/
Endr
+
1
D
.
Bat Actions
Sonic Screech
Active
Cha
+
1
D
All in Cone Resist Terror 2 w/
Spirit
.
Claw
Active
:
Claw Twice.
May continue Flying After movement.
Strike
1
S
+
Dex
+
2
D
Slash
2
S
+
Str
+
2
D
Bleed 2
Latch On
Grapple
Dex
+
Agl
May continue flying movement after Attack. Drop Target at beginning of next Round.
1S:Enter Grapple.
Vampire Bite
Active
Str
+
Agl
1S: Drink or store 1 Blood. Target takes 1
S
+
4
D
Dmg to Head and Resists 3 Illness w/
Fort
+
Spirit
. (May Drink 4 Blood from a person max.)
Summon
Summon
Full
Spirit
+
Cha
+
1
D
Must be in a place where Bats might be.
1S: +1 Summon Point.
3 Summon Points: Summon Bat Swarm. (Max 1)
Spirit of the Bat 2
Advanced
Druid Abilities cannot be done in Heavy/Medium/Light Armor.
Shift
Bat Shift
Full
Enter Bat Mode. +1
Str
, +1
Agl
, +1
Dex
, +2
Sense
,
DR
2
D
. Pace (Air) 4 Ascend 1
S
+
Agl
2
D
, Descend: 5
S
+
Agl
+
3
D
.
Bat mode lasts for 60 min. When over Resist 3 Wither w/
Endr
+
1
D
.
Bat Actions
Sonic Screech
Active
Cha
+
1
D
All in Cone Resist Terror 3 w/
Spirit
.
Claw
Active
:
Claw Twice.
May continue Flying After movement.
Strike
1
S
+
Dex
+
2
D
Slash
2
S
+
Str
+
3
D
Bleed 2
Latch On
Grapple
Dex
+
Agl
+
1
D
May continue flying movement after Attack. Drop Target at beginning of next Round unless you Carry them.
1S:Enter Grapple.
Carry
Grapple
Str
+
Endr
0S: Stay Flying in mid-air.
1S: Carry Target 1S+Agl+1D into the Air.
Vampire Bite
Active
Str
+
Agl
+
1
D
1S: Drink or store 1 Blood. Target takes 1
S
+
4
D
Dmg to Head and Resists 3 Illness w/
Fort
+
Spirit
. (May Drink 4 Blood from a person max.)
Summon
Personal Swarm
Downtime
Cha
+
2
D
2S: You have a Bat Swarm that follows you.
Summon
Full
Spirit
+
Cha
+
1
D
Must be in a place where Bats might be.
1S: +1 Summon Point.
3 Summon Points: Summon Bat Swarm. (Max 2)
6 Summon Points: Summon Giant Bat. (Max 1)
Master
Vampire Lord
Vampire Lord
Master
True Vampire
True Vampire Body
Can Recover for 1 .
Immune to KO.
Can take +2 Harm and +1 Wound in each Body Area.
Each day remove 2
D
Wound/Fatigue.
Float
Can move along walls/ceilings as if normal ground.
May stand on air or move 3 spaces through air as part of any movement.
Vampire Rituals
Create
Fledgling
When biting someone may choose to make them a Fledgling. They must choose to become so.
If they drink 25 Blood they become a Succubus.
You may have up to 2 Fledgling/Succubus.
Vampire
Ring
Can gain initiation into the Vampire upper circle, along with a Ring that shows that.
Ring
Make Submit (Free): Challenge 1
S
+
Cha
+
Spirit
vs
Fort
+
Spirit

      Win: They lose that much stamina.
Vampire
Domain
Downtime
Requires consuming 6 Onyx, 20 Spell Materials, and a pool of blood. Can Only do once.
May establish a vampire domain where the sun is often dark or overcast.
Each at rest day here you lose +2D Wound/Harm/Dying.