Vampiric Nature
You are descended from vampires, inheriting some of their supernatural abilities as well as their vulnerabilities.
Gain the Bite maneuver:
- At-will, std, melee attack; on a successful hit, deal medium piercing damage, plus Frail condition to the target (Con ends). You gain the Blooded condition.
Blooded
In this condition, you have recently drank blood, and gain strength and power. Gain the following benefits:
- Gain advantage to all Strength, Dexterity, and Constitution checks.
- Gain bonus Hit Rating and Hit Power equal to your rank.
- Gain 5 temporary Hit Points per level.
- Gain +6 movement.
You also gain several weaknesses:
- If exposed to direct sunlight during the round, suffer 10% of your max HP in internal damage.
- You are Frightened if you are on holy ground and seek to remove yourself from it. The same goes if you are in a private residence without invitation.
At the end of each round, roll a Con save, DC 10 + 5 per round; so DC 15 in round 1, 20 in round 2, etc. If you pass this save, you remain Blooded, but if you fail, you lose the Blooded state and have to feed again.
Self-Healing
When you are Blooded, you can, as an immediate action which does not require consciousness, heal yourself for 25% of your max HP, removing the Blooded state. This can happen if you drop to 0 HP, or are stunned or incapacitated, etc. The only way to prevent this would be some sort of temporal stasis.